graph chart引入&骑行结果弹窗
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#define Graph_And_Chart_PRO
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace ChartAndGraph
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{
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(MeshFilter))]
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public partial class BoxPathGenerator : SmoothPathGenerator
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{
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[Range(0f, 10f)]
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public float HeightRatio = 1f;
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List<int> mTmpTringle = new List<int>();
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List<Vector2> mTmpUv = new List<Vector2>();
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List<Vector3> mVertices = new List<Vector3>();
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int WriteBox(float thickness, Quaternion rotation, Vector3 center, float u)
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{
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Vector3 vz = new Vector3(thickness, 0f, 0f);
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Vector3 vy = new Vector3(0f, thickness * HeightRatio, 0f);
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int index = mVertices.Count;
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mVertices.Add(center + (rotation * (vz + vy)));
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mVertices.Add(center + (rotation * (-vz + vy)));
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mVertices.Add(center + (rotation * (-vz - vy)));
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mVertices.Add(center + (rotation * (vz - vy)));
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mVertices.Add(mVertices[index]);
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mVertices.Add(mVertices[index + 1]);
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mVertices.Add(mVertices[index + 2]);
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mVertices.Add(mVertices[index + 3]);
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mTmpUv.Add(new Vector2(u, 0f));
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mTmpUv.Add(new Vector2(u, 1f));
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mTmpUv.Add(new Vector2(u, 0f));
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mTmpUv.Add(new Vector2(u, 1f));
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mTmpUv.Add(new Vector2(u, 0f));
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mTmpUv.Add(new Vector2(u, 1f));
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mTmpUv.Add(new Vector2(u, 0f));
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mTmpUv.Add(new Vector2(u, 1f));
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return index;
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}
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void AddTringles(List<int> tringles, int from, int to)
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{
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tringles.Add(from + 1);
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tringles.Add(to);
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tringles.Add(from);
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tringles.Add(to + 1);
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tringles.Add(to);
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tringles.Add(from + 1);
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tringles.Add(from + 2);
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tringles.Add(to + 5);
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tringles.Add(from + 5);
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tringles.Add(to + 2);
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tringles.Add(to + 5);
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tringles.Add(from + 2);
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tringles.Add(from + 3);
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tringles.Add(to + 6);
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tringles.Add(from + 6);
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tringles.Add(to + 3);
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tringles.Add(to + 6);
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tringles.Add(from + 3);
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tringles.Add(from + 4);
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tringles.Add(to + 7);
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tringles.Add(from + 7);
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tringles.Add(to + 4);
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tringles.Add(to + 7);
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tringles.Add(from + 4);
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}
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public override void Generator(Vector3[] path, float thickness, bool closed)
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{
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if (EnsureMeshFilter() == false) // No mesh filter attached
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return;
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Clear();
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if (path.Length <= 1)
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return;
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mTmpTringle.Clear();
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mTmpUv.Clear();
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mVertices.Clear();
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ModifyPath(path, closed);
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if (mTmpCenters.Count <= 1)
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return;
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float currentU = 0f;
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if(closed == false)
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{
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int box = WriteBox(thickness, LookRotation(mTmpCenters[1] - mTmpCenters[0]), mTmpCenters[0], currentU);
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mTmpTringle.Add(box + 3);
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mTmpTringle.Add(box + 1);
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mTmpTringle.Add(box);
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mTmpTringle.Add(box + 3);
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mTmpTringle.Add(box + 2);
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mTmpTringle.Add(box + 1);
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}
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int prevBoxIndex = WriteBox(thickness, LookRotation(mTmpCenters[1] - mTmpCenters[0]), mTmpCenters[0], currentU);
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Quaternion rotation = Quaternion.identity;
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Vector3 curr = Vector3.zero;
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for (int i = 1; i < mTmpCenters.Count; i++)
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{
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Vector3 prev = mTmpCenters[i - 1];
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curr = mTmpCenters[i];
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Vector3 diff = curr - prev;
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float size = diff.magnitude;
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if (size <= 0.0001f)
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{
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continue;
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}
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currentU += size;
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rotation = LookRotation(diff);
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if (i + 1 < mTmpCenters.Count)
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{
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Vector3 next = mTmpCenters[i + 1];
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// Vector3 nextDiff = next - curr;
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Quaternion rotationB = LookRotation(next - curr);
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rotation = Quaternion.Lerp(rotation, rotationB, 0.5f);
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}
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int index = WriteBox(thickness, rotation, curr, currentU);
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AddTringles(mTmpTringle, prevBoxIndex, index);
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prevBoxIndex = index;
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}
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if (closed == false)
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{
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int box = WriteBox(thickness, rotation, curr, currentU);
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mTmpTringle.Add(box);
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mTmpTringle.Add(box + 1);
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mTmpTringle.Add(box + 3);
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mTmpTringle.Add(box + 1);
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mTmpTringle.Add(box + 2);
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mTmpTringle.Add(box + 3);
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}
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for (int i = 0; i < mTmpUv.Count; i++)
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{
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Vector2 uv = mTmpUv[i];
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uv.x /= currentU;
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mTmpUv[i] = uv;
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}
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Mesh mesh = new Mesh();
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mesh.vertices = mVertices.ToArray();
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mesh.uv = mTmpUv.ToArray();
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mesh.triangles = mTmpTringle.ToArray();
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mesh.RecalculateNormals();
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SetMesh(mesh);
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mTmpTringle.Clear();
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mTmpUv.Clear();
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mVertices.Clear();
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}
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}
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}
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