mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-15 12:40:12 +00:00
820 lines
31 KiB
C#
820 lines
31 KiB
C#
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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namespace XCharts
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{
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public static class ChartHelper
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{
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public static float CRICLE_SMOOTHNESS = 2f;
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private static UIVertex[] vertex = new UIVertex[4];
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private static StringBuilder s_Builder = new StringBuilder();
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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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/// <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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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), false);
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//parent.GetChild(i).gameObject.SetActive(false);
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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, false);
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//go.gameObject.SetActive(false);
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}
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}
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}
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}
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public static void DestoryAllChilds(Transform parent)
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{
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while (parent.childCount > 0)
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{
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var go = parent.GetChild(0);
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if (go.childCount > 0) DestoryAllChilds(go);
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else GameObject.DestroyImmediate(go.gameObject);
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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;
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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)
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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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obj.SetActive(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
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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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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)
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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.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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if (rotate > 0)
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{
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txtObj.transform.localEulerAngles = new Vector3(0, 0, rotate);
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}
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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)
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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);
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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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public static GameObject AddTooltipContent(string name, Transform parent, Font font, int fontSize, FontStyle fontStyle)
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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);
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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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public static GameObject AddSerieLabel(string name, Transform parent, Font font, Color textColor, Color backgroundColor,
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int fontSize, FontStyle fontStyle, float rotate, float width, float height)
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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);
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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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public 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 DrawArrow(VertexHelper vh, Vector3 startPos, Vector3 arrowPos, float width,
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float height, float offset, float dent, Color32 color)
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{
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var dir = (arrowPos - startPos).normalized;
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var sharpPos = arrowPos + (offset + height / 2) * dir;
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var middle = sharpPos + (dent - height) * dir;
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var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
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var left = sharpPos - height * dir + diff;
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var right = sharpPos - height * dir - diff;
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ChartHelper.DrawTriangle(vh, middle, sharpPos, left, color);
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ChartHelper.DrawTriangle(vh, middle, sharpPos, right, color);
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}
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public static void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
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{
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if (p1 == p2) return;
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Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
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vertex[0].position = p1 - v;
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vertex[1].position = p2 - v;
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vertex[2].position = p2 + v;
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vertex[3].position = p1 + v;
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for (int j = 0; j < 4; j++)
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{
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vertex[j].color = color;
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vertex[j].uv0 = Vector2.zero;
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}
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vh.AddUIVertexQuad(vertex);
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}
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public static void DrawDashLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color, float dashLen = 15f, float blankLen = 7f)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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for (int i = 1; i <= segment; i++)
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{
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankLen;
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DrawLine(vh, sp, dashep, size, color);
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sp = np;
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}
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color, float dotLen = 5f, float blankLen = 5f)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dotLen + blankLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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for (int i = 1; i <= segment; i++)
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{
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankLen;
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DrawLine(vh, sp, dashep, size, color);
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sp = np;
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}
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDashDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color, float dashLen = 15f, float blankDotLen = 15f)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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for (int i = 1; i <= segment; i++)
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{
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankDotLen;
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DrawLine(vh, sp, dashep, size, color);
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var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
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var dotep = dotsp + 2 * size * dir;
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DrawLine(vh, dotsp, dotep, size, color);
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sp = np;
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}
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDashDotDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color, float dashLen = 15f, float blankDotLen = 20f)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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for (int i = 1; i <= segment; i++)
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{
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankDotLen;
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DrawLine(vh, sp, dashep, size, color);
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var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
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var dotep = dotsp + 2 * size * dir;
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DrawLine(vh, dotsp, dotep, size, color);
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var dotsp2 = dashep + blankDotLen / 2 * dir;
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dotsp2 = dotsp2 + (blankDotLen / 4 - 2 * size) / 2 * dir;
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var dotep2 = dotsp2 + 2 * size * dir;
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DrawLine(vh, dotsp2, dotep2, size, color);
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sp = np;
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}
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p, float size, Color32 color)
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{
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Vector3 p1 = new Vector3(p.x - size, p.y - size);
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Vector3 p2 = new Vector3(p.x + size, p.y - size);
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Vector3 p3 = new Vector3(p.x + size, p.y + size);
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Vector3 p4 = new Vector3(p.x - size, p.y + size);
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DrawPolygon(vh, p1, p2, p3, p4, color, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
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Color32 color)
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{
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DrawPolygon(vh, p1, p2, p3, p4, color, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
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Color32 startColor, Color32 toColor)
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{
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vertex[0].position = p1;
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vertex[1].position = p2;
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vertex[2].position = p3;
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vertex[3].position = p4;
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for (int j = 0; j < 4; j++)
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{
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vertex[j].color = j >= 2 ? toColor : startColor;
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vertex[j].uv0 = Vector2.zero;
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}
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vh.AddUIVertexQuad(vertex);
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}
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public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color)
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{
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DrawTriangle(vh, p1, p2, p3, color, color, color);
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}
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public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
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{
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UIVertex v1 = new UIVertex();
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v1.position = p1;
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v1.color = color;
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v1.uv0 = Vector3.zero;
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UIVertex v2 = new UIVertex();
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v2.position = p2;
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v2.color = color2;
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v2.uv0 = Vector3.zero;
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UIVertex v3 = new UIVertex();
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v3.position = p3;
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v3.color = color3;
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v3.uv0 = Vector3.zero;
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int startIndex = vh.currentVertCount;
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vh.AddVert(v1);
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vh.AddVert(v2);
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vh.AddVert(v3);
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vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
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}
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public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color, int segments = 0)
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{
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if (segments <= 0)
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{
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segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
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}
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if (segments < 3) segments = 3;
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DrawSector(vh, p, radius, color, 0, 360, segments);
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}
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public static void DrawCicleNotFill(VertexHelper vh, Vector3 p, float radius, float tickness,
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Color32 color, int segments = 0)
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{
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if (segments <= 0)
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{
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segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
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}
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float startDegree = 0, toDegree = 360;
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Vector3 p2, p3;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
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p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
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for (int i = 0; i <= segments; i++)
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{
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float currAngle = startAngle + i * angle;
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p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle), p.y + radius * Mathf.Cos(currAngle));
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DrawLine(vh, p2, p3, tickness, color);
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p2 = p3;
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}
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}
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public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
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float startDegree, float toDegree, int segments = 0)
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{
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if (segments <= 0)
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{
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segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
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}
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Vector3 p2, p3;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
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p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
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for (int i = 0; i <= segments; i++)
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{
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float currAngle = startAngle + i * angle;
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p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle),
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p.y + radius * Mathf.Cos(currAngle));
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DrawTriangle(vh, p, p2, p3, color);
|
||
p2 = p3;
|
||
}
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
||
float startDegree, float toDegree, Color32 color, int segments = 0)
|
||
{
|
||
if (insideRadius <= 0)
|
||
{
|
||
DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, segments);
|
||
return;
|
||
}
|
||
if (segments <= 0)
|
||
{
|
||
segments = (int)((2 * Mathf.PI * outsideRadius) / CRICLE_SMOOTHNESS);
|
||
}
|
||
Vector3 p1, p2, p3, p4;
|
||
float startAngle = startDegree * Mathf.Deg2Rad;
|
||
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
|
||
p1 = new Vector3(p.x + insideRadius * Mathf.Sin(startAngle),
|
||
p.y + insideRadius * Mathf.Cos(startAngle));
|
||
p2 = new Vector3(p.x + outsideRadius * Mathf.Sin(startAngle),
|
||
p.y + outsideRadius * Mathf.Cos(startAngle));
|
||
for (int i = 0; i <= segments; i++)
|
||
{
|
||
float currAngle = startAngle + i * angle;
|
||
p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
|
||
p.y + outsideRadius * Mathf.Cos(currAngle));
|
||
p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
|
||
p.y + insideRadius * Mathf.Cos(currAngle));
|
||
DrawPolygon(vh, p1, p2, p3, p4, color);
|
||
p1 = p4;
|
||
p2 = p3;
|
||
}
|
||
}
|
||
|
||
public static void GetPointList(ref List<Vector3> posList, Vector3 sp, Vector3 ep, float k = 30f)
|
||
{
|
||
Vector3 dir = (ep - sp).normalized;
|
||
float dist = Vector3.Distance(sp, ep);
|
||
int segment = (int)(dist / k);
|
||
posList.Clear();
|
||
posList.Add(sp);
|
||
for (int i = 1; i < segment; i++)
|
||
{
|
||
posList.Add(sp + dir * dist * i / segment);
|
||
}
|
||
posList.Add(ep);
|
||
}
|
||
|
||
public static void GetBezierList(ref List<Vector3> posList, VertexHelper vh, Vector3 sp, Vector3 ep,
|
||
Vector3 lsp, Vector3 nep, bool fine, float k = 2.0f)
|
||
{
|
||
float dist = Mathf.Abs(sp.x - ep.x);
|
||
Vector3 cp1, cp2;
|
||
var dir = (ep - sp).normalized;
|
||
var diff = dist / k;
|
||
if (lsp == sp)
|
||
{
|
||
cp1 = sp + dist / k * dir * 1;
|
||
cp1.y = sp.y;
|
||
cp1 = sp;
|
||
}
|
||
else
|
||
{
|
||
cp1 = sp + (ep - lsp).normalized * diff;
|
||
}
|
||
if (nep == ep) cp2 = ep;
|
||
else cp2 = ep - (nep - sp).normalized * diff;
|
||
int segment = (int)(dist / (fine ? 3f : 7f));
|
||
if (segment < 1) segment = (int)(dist / 0.5f);
|
||
if (segment < 4) segment = 4;
|
||
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
|
||
}
|
||
|
||
public static void GetBezierListVertical(ref List<Vector3> posList, Vector3 sp, Vector3 ep, bool fine, float k = 2.0f)
|
||
{
|
||
Vector3 dir = (ep - sp).normalized;
|
||
float dist = Vector3.Distance(sp, ep);
|
||
Vector3 cp1 = sp + dist / k * dir * 1;
|
||
Vector3 cp2 = sp + dist / k * dir * (k - 1);
|
||
cp1.x = sp.x;
|
||
cp2.x = ep.x;
|
||
int segment = (int)(dist / (fine ? 3f : 7f));
|
||
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
|
||
}
|
||
|
||
public static List<Vector3> GetBezierList(Vector3 sp, Vector3 ep, int segment, Vector3 cp)
|
||
{
|
||
List<Vector3> list = new List<Vector3>();
|
||
for (int i = 0; i < segment; i++)
|
||
{
|
||
list.Add(GetBezier(i / (float)segment, sp, cp, ep));
|
||
}
|
||
list.Add(ep);
|
||
return list;
|
||
}
|
||
|
||
public static void GetBezierList2(ref List<Vector3> posList, Vector3 sp, Vector3 ep, int segment, Vector3 cp,
|
||
Vector3 cp2)
|
||
{
|
||
posList.Clear();
|
||
if (posList.Capacity < segment + 1)
|
||
{
|
||
posList.Capacity = segment + 1;
|
||
}
|
||
for (int i = 0; i < segment; i++)
|
||
{
|
||
posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
|
||
}
|
||
posList.Add(ep);
|
||
}
|
||
|
||
public static Vector3 GetBezier(float t, Vector3 sp, Vector3 cp, Vector3 ep)
|
||
{
|
||
Vector3 aa = sp + (cp - sp) * t;
|
||
Vector3 bb = cp + (ep - cp) * t;
|
||
return aa + (bb - aa) * t;
|
||
}
|
||
|
||
public static Vector3 GetBezier2(float t, Vector3 sp, Vector3 p1, Vector3 p2, Vector3 ep)
|
||
{
|
||
t = Mathf.Clamp01(t);
|
||
var oneMinusT = 1f - t;
|
||
return oneMinusT * oneMinusT * oneMinusT * sp +
|
||
3f * oneMinusT * oneMinusT * t * p1 +
|
||
3f * oneMinusT * t * t * p2 +
|
||
t * t * t * ep;
|
||
}
|
||
|
||
public static List<Vector3> GetBezierN(List<Vector3> arrayToCurve, float smoothness = 1.0f)
|
||
{
|
||
List<Vector3> points;
|
||
List<Vector3> curvedPoints;
|
||
int pointsLength = 0;
|
||
int curvedLength = 0;
|
||
|
||
if (smoothness < 1.0f) smoothness = 1.0f;
|
||
|
||
pointsLength = arrayToCurve.Count;
|
||
|
||
curvedLength = (pointsLength * Mathf.RoundToInt(smoothness)) - 1;
|
||
curvedPoints = new List<Vector3>(curvedLength);
|
||
|
||
float t = 0.0f;
|
||
for (int pointInTimeOnCurve = 0; pointInTimeOnCurve < curvedLength + 1; pointInTimeOnCurve++)
|
||
{
|
||
t = Mathf.InverseLerp(0, curvedLength, pointInTimeOnCurve);
|
||
|
||
points = new List<Vector3>(arrayToCurve);
|
||
|
||
for (int j = pointsLength - 1; j > 0; j--)
|
||
{
|
||
for (int i = 0; i < j; i++)
|
||
{
|
||
points[i] = (1 - t) * points[i] + t * points[i + 1];
|
||
}
|
||
}
|
||
curvedPoints.Add(points[0]);
|
||
}
|
||
return curvedPoints;
|
||
}
|
||
|
||
public static bool IsValueEqualsColor(Color32 color1, Color32 color2)
|
||
{
|
||
return color1.a == color2.a &&
|
||
color1.b == color2.b &&
|
||
color1.g == color2.g &&
|
||
color1.r == color2.r;
|
||
}
|
||
|
||
public static bool IsValueEqualsList<T>(List<T> list1, List<T> list2)
|
||
{
|
||
if (list1 == null || list2 == null) return false;
|
||
if (list1.Count != list2.Count) return false;
|
||
for (int i = 0; i < list1.Count; i++)
|
||
{
|
||
if (!list1[i].Equals(list2[i])) return false;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
public static List<float> ParseFloatFromString(string jsonData)
|
||
{
|
||
List<float> list = new List<float>();
|
||
if (string.IsNullOrEmpty(jsonData)) return list;
|
||
int startIndex = jsonData.IndexOf("[");
|
||
int endIndex = jsonData.IndexOf("]");
|
||
string temp = jsonData.Substring(startIndex + 1, endIndex - startIndex - 1);
|
||
if (temp.IndexOf("],") > -1 || temp.IndexOf("] ,") > -1)
|
||
{
|
||
string[] datas = temp.Split(new string[] { "],", "] ," }, StringSplitOptions.RemoveEmptyEntries);
|
||
for (int i = 0; i < datas.Length; i++)
|
||
{
|
||
temp = datas[i];
|
||
}
|
||
return list;
|
||
}
|
||
else
|
||
{
|
||
string[] datas = temp.Split(',');
|
||
for (int i = 0; i < datas.Length; i++)
|
||
{
|
||
list.Add(float.Parse(datas[i].Trim()));
|
||
}
|
||
return list;
|
||
}
|
||
|
||
}
|
||
|
||
public static List<string> ParseStringFromString(string jsonData)
|
||
{
|
||
List<string> list = new List<string>();
|
||
if (string.IsNullOrEmpty(jsonData)) return list;
|
||
string pattern = "[\"'](.*?)[\"']";
|
||
if (Regex.IsMatch(jsonData, pattern))
|
||
{
|
||
MatchCollection m = Regex.Matches(jsonData, pattern);
|
||
foreach (Match match in m)
|
||
{
|
||
list.Add(match.Groups[1].Value);
|
||
}
|
||
}
|
||
return list;
|
||
}
|
||
|
||
public static Color32 GetColor(string hexColorStr)
|
||
{
|
||
Color color;
|
||
ColorUtility.TryParseHtmlString(hexColorStr, out color);
|
||
return (Color32)color;
|
||
}
|
||
|
||
public static int GetMaxDivisibleValue(float max)
|
||
{
|
||
if (max == 0) return 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);
|
||
}
|
||
|
||
public static int GetMinDivisibleValue(float min)
|
||
{
|
||
if (min == 0) return 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);
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
} |