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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/// <summary>
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/// pie generator for world space charts.
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/// </summary>
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class WorldSpacePieGenerator : MonoBehaviour,IPieGenerator
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{
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MeshRenderer mRenderer;
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MeshFilter mFilter;
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Mesh mCleanMesh;
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public void Start()
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{
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}
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public void Generate(float startAngle, float angleSpan, float radius, float innerRadius, int segments, float outerDepth,float innerDepth)
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{
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WorldSpaceChartMesh mesh = new WorldSpaceChartMesh(1);
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float maxDepth = Mathf.Max(outerDepth, innerDepth);
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if (maxDepth <= 0f)
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PieMesh.Generate2dMesh(mesh, startAngle, angleSpan, radius, innerRadius, segments);
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else
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PieMesh.Generate3dMesh(mesh, startAngle, angleSpan, radius, innerRadius, segments, outerDepth,innerDepth);
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if (mCleanMesh != null)
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{
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mCleanMesh.Clear();
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mesh.ApplyToMesh(mCleanMesh);
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MeshCollider collider = ChartCommon.EnsureComponent<MeshCollider>(gameObject);
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if (collider != null)
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{
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collider.sharedMesh = null;
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collider.sharedMesh = mCleanMesh;
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}
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}
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else
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{
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Mesh newMesh = mesh.Generate();
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newMesh.hideFlags = HideFlags.DontSave;
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if (mFilter == null)
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mFilter = GetComponent<MeshFilter>();
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mFilter.sharedMesh = newMesh;
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MeshCollider collider = ChartCommon.EnsureComponent<MeshCollider>(gameObject);
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if (collider != null)
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collider.sharedMesh = newMesh;
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ChartCommon.CleanMesh(newMesh, ref mCleanMesh);
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}
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}
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void OnDestroy()
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{
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ChartCommon.CleanMesh(null, ref mCleanMesh);
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}
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}
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}
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