graph chart引入&骑行结果弹窗
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#define Graph_And_Chart_PRO
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#if PLAYMAKER
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using ChartAndGraph;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[Title("3D Radar Chart Category")]
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[ActionCategory("Graph and Chart - Advanced")]
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[Tooltip("Adds or updates a category in a 3d radar chart with advanced settings. If the category already exist , it's settings will be updated. Otherwise it will be created with the settings")]
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public class AddRadarCategory3DAdvanced : FsmStateAction
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{
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[CheckForComponent(typeof(WorldSpaceRadarChart))]
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[Tooltip("The chart object to perform the operation on")]
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public FsmOwnerDefault ChartObject;
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[Tooltip("The Name of the new category. A chart object cannot have duplicate category names")]
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public FsmString CategoryName;
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[ObjectType(typeof(PathGenerator))]
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[Tooltip("The prefab of the line part of the chart, or null")]
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public FsmObject LinePrefab;
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[Tooltip("The material used for the line part of the category, or null ")]
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public FsmMaterial LineMaterial;
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[Tooltip("The thinkness of the 3d graph line")]
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public FsmFloat LineThickness;
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[Tooltip("The prefab of the point part of the chart, or null")]
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public FsmGameObject PointPrefab;
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[Tooltip("The material used for the point part of the category , or null ")]
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public FsmMaterial PointMaterial;
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[Tooltip("The size of the 3d graph point")]
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public FsmFloat PointSize;
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[Tooltip("The material used for the fill part of the category, or null ")]
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public FsmMaterial FillMaterial;
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[Tooltip("The smothing used for the fill part of the category, or null ")]
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public FsmInt FillSmoothing;
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[Tooltip("The curve used for the fill part of the category, or null ")]
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public FsmFloat Curve;
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[Tooltip("The seperation used for the fill part of the category, or null ")]
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public FsmFloat Seperation;
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public override void Reset()
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{
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CategoryName = "";
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LinePrefab = null;
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LineMaterial = null;
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LineThickness = 0.5f;
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PointPrefab = null;
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PointMaterial = null;
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PointSize = 1f;
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FillMaterial = null;
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FillSmoothing = 3;
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Curve = 0f;
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Seperation = 0f;
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}
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public override string ErrorCheck()
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{
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GameObject checkObject = Fsm.GetOwnerDefaultTarget(ChartObject);
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if (ChartObject == null || checkObject == null)
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return "Chart object cannot be null";
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if (CategoryName.Value == "" || CategoryName.Value == null)
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return "Category name cannot be null or empty";
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return null;
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}
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public override void OnEnter()
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{
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string check = ErrorCheck();
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if (check != null)
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{
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Debug.LogError(check);
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return;
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}
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GameObject chart = Fsm.GetOwnerDefaultTarget(ChartObject);
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var radar = chart.GetComponent<RadarChart>();
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if (radar.DataSource.HasCategory(CategoryName.Value) == false)
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{
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radar.DataSource.Set3DCategoryFill(CategoryName.Value, FillMaterial.Value, FillSmoothing.Value);
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radar.DataSource.Set3DCategoryLine(CategoryName.Value, LinePrefab.Value as PathGenerator, LineMaterial.Value,LineThickness.Value);
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radar.DataSource.Set3DCategoryPoint(CategoryName.Value, PointPrefab.Value, PointMaterial.Value, PointSize.Value);
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radar.DataSource.Set3DCategoryOrientation(CategoryName.Value, Seperation.Value, Curve.Value);
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}
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else
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{
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radar.DataSource.Add3DCategory(CategoryName.Value, LinePrefab.Value as PathGenerator, LineMaterial.Value, LineThickness.Value, PointPrefab.Value, PointMaterial.Value, PointSize.Value, FillMaterial.Value, FillSmoothing.Value, Curve.Value, Seperation.Value);
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}
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Finish();
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}
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}
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}
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#endif
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