海拔图和小地图
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/************************************************/
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/* */
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/* Copyright (c) 2018 - 2021 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/************************************************/
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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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using XUGL;
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namespace XCharts
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{
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public static class ChartDrawer
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{
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public static void DrawSymbol(VertexHelper vh, SerieSymbolType type, float symbolSize,
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float tickness, Vector3 pos, Color32 color, Color32 toColor, float gap, float[] cornerRadius,
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Color32 backgroundColor, float smoothness)
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{
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switch (type)
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{
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case SerieSymbolType.None:
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break;
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case SerieSymbolType.Circle:
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if (gap > 0)
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{
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UGL.DrawDoughnut(vh, pos, symbolSize, symbolSize + gap, backgroundColor, backgroundColor, color, smoothness);
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}
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else
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{
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UGL.DrawCricle(vh, pos, symbolSize, color, toColor, smoothness);
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}
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break;
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case SerieSymbolType.EmptyCircle:
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if (gap > 0)
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{
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UGL.DrawCricle(vh, pos, symbolSize + gap, backgroundColor, smoothness);
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UGL.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, backgroundColor, smoothness);
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}
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else
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{
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UGL.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, backgroundColor, smoothness);
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}
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break;
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case SerieSymbolType.Rect:
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if (gap > 0)
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{
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UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawSquare(vh, pos, symbolSize, color, toColor);
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}
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else
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{
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UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
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}
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break;
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case SerieSymbolType.Triangle:
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if (gap > 0)
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{
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UGL.DrawTriangle(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
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}
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else
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{
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UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
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}
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break;
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case SerieSymbolType.Diamond:
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if (gap > 0)
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{
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UGL.DrawDiamond(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
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}
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else
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{
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UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
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}
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break;
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}
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}
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// public static void DrawLineStyle(VertexHelper vh, LineStyle lineStyle,
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// Vector3 startPos, Vector3 endPos, Color32 color, float themeWidth)
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// {
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// var type = lineStyle.type;
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// var width = lineStyle.GetWidth(themeWidth);
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// DrawLineStyle(vh, type, width, startPos, endPos, color);
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// }
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public static void DrawLineStyle(VertexHelper vh, LineStyle lineStyle,
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Vector3 startPos, Vector3 endPos, Color32 color, float themeWidth, LineStyle.Type themeType)
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{
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var type = lineStyle.GetType(themeType);
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var width = lineStyle.GetWidth(themeWidth);
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DrawLineStyle(vh, type, width, startPos, endPos, color);
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}
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public static void DrawLineStyle(VertexHelper vh, LineStyle.Type lineType, float lineWidth,
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Vector3 startPos, Vector3 endPos, Color32 color)
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{
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switch (lineType)
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{
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case LineStyle.Type.Dashed:
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UGL.DrawDashLine(vh, startPos, endPos, lineWidth, color);
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break;
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case LineStyle.Type.Dotted:
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UGL.DrawDotLine(vh, startPos, endPos, lineWidth, color);
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break;
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case LineStyle.Type.Solid:
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UGL.DrawLine(vh, startPos, endPos, lineWidth, color);
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break;
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case LineStyle.Type.DashDot:
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UGL.DrawDashDotLine(vh, startPos, endPos, lineWidth, color);
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break;
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case LineStyle.Type.DashDotDot:
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UGL.DrawDashDotDotLine(vh, startPos, endPos, lineWidth, color);
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break;
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}
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}
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}
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}
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