based on aimbot multi seane
This commit is contained in:
2022-10-26 04:07:39 +09:00
parent 1fbaf9d540
commit 6bc1456e4b
1479 changed files with 152190 additions and 0 deletions
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using System;
using UnityEngine;
using XUGL;
namespace XCharts.Runtime
{
/// <summary>
/// Grid component.
/// |Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
/// |网格组件。
/// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
/// </summary>
[Serializable]
[ComponentHandler(typeof(GridCoordHandler), true)]
public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.12f;
[SerializeField] private Color32 m_BackgroundColor;
[SerializeField] private bool m_ShowBorder = false;
[SerializeField] private float m_BorderWidth = 0f;
[SerializeField] private Color32 m_BorderColor;
public GridCoordContext context = new GridCoordContext();
/// <summary>
/// Whether to show the grid in rectangular coordinate.
/// |是否显示直角坐标系网格。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// Distance between grid component and the left side of the container.
/// |grid 组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the right side of the container.
/// |grid 组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the top side of the container.
/// |grid 组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the bottom side of the container.
/// |grid 组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// Background color of grid, which is transparent by default.
/// |网格背景色,默认透明。
/// </summary>
public Color32 backgroundColor
{
get { return m_BackgroundColor; }
set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
}
/// <summary>
/// Whether to show the grid border.
/// |是否显示网格边框。
/// </summary>
public bool showBorder
{
get { return m_ShowBorder; }
set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); }
}
/// <summary>
/// Border width of grid.
/// |网格边框宽。
/// </summary>
public float borderWidth
{
get { return m_BorderWidth; }
set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); }
}
/// <summary>
/// The color of grid border.
/// |网格边框颜色。
/// </summary>
public Color32 borderColor
{
get { return m_BorderColor; }
set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); }
}
public bool IsPointerEnter()
{
return context.isPointerEnter;
}
public void UpdateRuntimeData(float chartX, float chartY, float chartWidth, float chartHeight)
{
context.left = left <= 1 ? left * chartWidth : left;
context.bottom = bottom <= 1 ? bottom * chartHeight : bottom;
context.top = top <= 1 ? top * chartHeight : top;
context.right = right <= 1 ? right * chartWidth : right;
context.x = chartX + context.left;
context.y = chartY + context.bottom;
context.width = chartWidth - context.left - context.right;
context.height = chartHeight - context.top - context.bottom;
context.position = new Vector3(context.x, context.y);
context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2);
}
public bool Contains(Vector3 pos)
{
return Contains(pos.x, pos.y);
}
public bool Contains(float x, float y)
{
if (x < context.x - 1 || x > context.x + context.width + 1 ||
y < context.y - 1 || y > context.y + context.height + 1)
{
return false;
}
return true;
}
/// <summary>
/// 给定的线段和Grid边界的交点
/// </summary>
/// <param name="sp"></param>
/// <param name="ep"></param>
/// <returns></returns>
public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point)
{
if (Contains(sp) && Contains(ep))
{
point = ep;
return false;
}
var lb = new Vector3(context.x, context.y);
var lt = new Vector3(context.x, context.y + context.height);
var rt = new Vector3(context.x + context.width, context.y + context.height);
var rb = new Vector3(context.x + context.width, context.y);
if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
return true;
return false;
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace XCharts.Runtime
{
public class GridCoordContext : MainComponentContext
{
public float x;
public float y;
public float width;
public float height;
public Vector3 position;
public Vector3 center;
public float left;
public float right;
public float bottom;
public float top;
public bool isPointerEnter;
public List<ChartLabel> endLabelList = new List<ChartLabel>();
}
}
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using System;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts.Runtime
{
[UnityEngine.Scripting.Preserve]
internal sealed class GridCoordHandler : MainComponentHandler<GridCoord>
{
public override void InitComponent()
{
var grid = component;
grid.painter = chart.painter;
grid.refreshComponent = delegate()
{
grid.UpdateRuntimeData(chart.chartX, chart.chartY, chart.chartWidth, chart.chartHeight);
chart.OnCoordinateChanged();
};
grid.refreshComponent();
}
public override void CheckComponent(StringBuilder sb)
{
var grid = component;
if (grid.left >= chart.chartWidth)
sb.Append("warning:grid->left > chartWidth\n");
if (grid.right >= chart.chartWidth)
sb.Append("warning:grid->right > chartWidth\n");
if (grid.top >= chart.chartHeight)
sb.Append("warning:grid->top > chartHeight\n");
if (grid.bottom >= chart.chartHeight)
sb.Append("warning:grid->bottom > chartHeight\n");
if (grid.left + grid.right >= chart.chartWidth)
sb.Append("warning:grid.left + grid.right > chartWidth\n");
if (grid.top + grid.bottom >= chart.chartHeight)
sb.Append("warning:grid.top + grid.bottom > chartHeight\n");
}
public override void Update()
{
if (chart.isPointerInChart)
{
component.context.isPointerEnter = component.Contains(chart.pointerPos);
}
else
{
component.context.isPointerEnter = false;
}
}
public override void DrawBase(VertexHelper vh)
{
if (!SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh, component);
}
}
public override void DrawTop(VertexHelper vh)
{
if (SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh, component);
}
}
private void DrawCoord(VertexHelper vh, GridCoord grid)
{
if (!grid.show) return;
if (!ChartHelper.IsClearColor(grid.backgroundColor))
{
var p1 = new Vector2(grid.context.x, grid.context.y);
var p2 = new Vector2(grid.context.x, grid.context.y + grid.context.height);
var p3 = new Vector2(grid.context.x + grid.context.width, grid.context.y + grid.context.height);
var p4 = new Vector2(grid.context.x + grid.context.width, grid.context.y);
UGL.DrawQuadrilateral(vh, p1, p2, p3, p4, grid.backgroundColor);
}
if (grid.showBorder)
{
var borderWidth = grid.borderWidth == 0 ? chart.theme.axis.lineWidth * 2 : grid.borderWidth;
var borderColor = ChartHelper.IsClearColor(grid.borderColor) ?
chart.theme.axis.lineColor :
grid.borderColor;
UGL.DrawBorder(vh, grid.context.center, grid.context.width - borderWidth,
grid.context.height - borderWidth, borderWidth, borderColor);
}
}
}
}
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