mirror of
https://github.com/XCharts-Team/XCharts.git
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132 lines
4.3 KiB
C#
132 lines
4.3 KiB
C#
using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace XCharts
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{
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/// <summary>
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/// A data item of serie.
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/// 系列中的一个数据项。可存储数据名和1-n维的数据。
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/// </summary>
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[System.Serializable]
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public class SerieData
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{
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[SerializeField] private string m_Name;
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[SerializeField] private bool m_Selected;
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[SerializeField] private List<float> m_Data = new List<float>();
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private bool m_Show = true;
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private GameObject m_Label;
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private bool m_LabelAutoSize;
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private float m_LabelPaddingLeftRight;
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private float m_LabelPaddingTopBottom;
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/// <summary>
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/// the name of data item.
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/// 数据项名称。
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/// </summary>
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public string name { get { return m_Name; } set { m_Name = value; } }
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/// <summary>
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/// Whether the data item is selected.
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/// 该数据项是否被选中。
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/// </summary>
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public bool selected { get { return m_Selected; } set { m_Selected = value; } }
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/// <summary>
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/// An arbitrary dimension data list of data item.
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/// 可指定任意维数的数值列表。
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/// </summary>
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public List<float> data { get { return m_Data; } set { m_Data = value; } }
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/// <summary>
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/// [default:true] Whether the data item is showed.
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/// 该数据项是否要显示。
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/// </summary>
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public bool show { get { return m_Show; } set { m_Show = value; } }
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/// <summary>
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/// Whether the data item is highlighted.
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/// 该数据项是否被高亮,一般由鼠标悬停或图例悬停触发高亮。
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/// </summary>
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public bool highlighted { get; set; }
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/// <summary>
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/// the label of data item.
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/// 该数据项的文本标签。
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/// </summary>
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public Text labelText { get; private set; }
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public RectTransform labelRect { get; private set; }
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public Vector3 labelPosition{get;set;}
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//public Image labelImage { get; private set; }
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/// <summary>
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/// 是否可以显示Label
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/// </summary>
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public bool canShowLabel { get; set; }
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/// <summary>
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/// the maxinum value.
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/// 最大值。
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/// </summary>
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public float max { get { return m_Data.Max(); } }
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/// <summary>
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/// the mininum value.
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/// 最小值。
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/// </summary>
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public float min { get { return m_Data.Min(); } }
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public float GetData(int index)
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{
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if (index >= 0 && index < m_Data.Count) return m_Data[index];
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else return 0;
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}
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public void InitLabel(GameObject labelObj, bool autoSize, float paddingLeftRight, float paddingTopBottom)
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{
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m_Label = labelObj;
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m_LabelAutoSize = autoSize;
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m_LabelPaddingLeftRight = paddingLeftRight;
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m_LabelPaddingTopBottom = paddingTopBottom;
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labelText = labelObj.GetComponentInChildren<Text>();
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//labelImage = labelObj.GetComponent<Image>();
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labelRect = labelObj.GetComponent<RectTransform>();
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}
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public void SetLabelActive(bool active)
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{
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if (m_Label)
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{
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ChartHelper.SetActive(m_Label, active);
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}
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}
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public void SetLabelText(string text)
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{
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if (labelText)
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{
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labelText.text = text;
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if (m_LabelAutoSize)
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{
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labelRect.sizeDelta = new Vector2(labelText.preferredWidth + m_LabelPaddingLeftRight * 2,
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labelText.preferredHeight + m_LabelPaddingTopBottom * 2);
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}
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}
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}
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public float GetLabelWidth()
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{
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if (labelText) return labelText.preferredWidth + m_LabelPaddingLeftRight * 2;
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else return 0;
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}
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public float GetLabelHeight()
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{
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if (labelText) return labelText.preferredHeight + m_LabelPaddingTopBottom * 2;
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return 0;
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}
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public void SetLabelPosition(Vector3 position)
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{
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if (m_Label)
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{
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m_Label.transform.localPosition = position;
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}
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}
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}
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}
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