graph chart引入&骑行结果弹窗

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lishuo committed 2021-04-22 19:29:59 +08:00
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class BarChartFeed : MonoBehaviour {
void Start () {
BarChart barChart = GetComponent<BarChart>();
if (barChart != null)
{
barChart.DataSource.SetValue("Player 1", "Value 1", Random.value * 20);
barChart.DataSource.SlideValue("Player 2", "Value 1", Random.value * 20, 40f);
}
}
private void Update()
{
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using System.Collections.Generic;
using System;
public class BarRunChart : MonoBehaviour
{
class RunChartEntry
{
public RunChartEntry(string name,double amount)
{
Name = name;
Amount = amount;
}
public string Name;
public double Amount;
}
public float switchTime = 0.1f;
float switchTimeCounter =0f;
List<RunChartEntry> mEntries = new List<RunChartEntry>();
public Material SourceMaterial;
// Use this for initialization
void Start()
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
bar.TransitionTimeBetaFeature = switchTime;
bar.DataSource.ClearCategories();
bar.DataSource.ClearGroups();
bar.DataSource.AddGroup("Default");
// generate a random run chart
for (int i = 0; i < 10; i++)
{
string categoryName = "Item " + i;
mEntries.Add(new RunChartEntry(categoryName, UnityEngine.Random.value * 10));
Material mat = new Material(SourceMaterial);
mat.color = new Color(
UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f)
);
bar.DataSource.AddCategory(categoryName, mat);
}
}
void AddValuesToCategories()
{
for (int i = 0; i < mEntries.Count; i++)
{
mEntries[i].Amount += UnityEngine.Random.Range(-0.3f, 0.3f);
}
}
// Update is called once per frame
void Update()
{
// changes are timed
switchTimeCounter -= Time.deltaTime;
if (switchTimeCounter < 0f)
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
//position the categories according to the currently displayed values
for (int i = 0; i < mEntries.Count; i++)
{
bar.DataSource.MoveCategory(mEntries[i].Name, i);
}
// add the changes
AddValuesToCategories();
// sort the changes
mEntries.Sort((x, y) => (int)Math.Sign(x.Amount - y.Amount));
// animate the transition to the next values
for (int i = 0; i < mEntries.Count; i++)
{
bar.DataSource.SlideValue(mEntries[i].Name, "Default", mEntries[i].Amount, switchTime);
}
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class ChangeOrder : MonoBehaviour {
public float slideTime = 5f;
public float switchTime = 7f;
float timeCounter = 1f;
float switchTimeCounter = 0.3f;
// Use this for initialization
void Start () {
timeCounter = 0f;
switchTimeCounter = switchTime;
}
// Update is called once per frame
void Update ()
{
timeCounter -= Time.deltaTime;
switchTimeCounter -= Time.deltaTime;
if(switchTimeCounter < 0f)
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
bar.DataSource.SwitchCategoryPositions("Category 1", "Category 2");
}
if (timeCounter < 0f)
{
var bar = GetComponent<BarChart>();
timeCounter = slideTime;
for (int i = 1; i <= 3; i++)
{
string cat = "Category " + i;
for (int j = 1; j <= 3; j++)
{
string grp = "Group " + j;
bar.DataSource.SlideValue(cat, grp, Random.value * 10f, slideTime);
}
}
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
namespace ChartAndGraph
{
class BubbleGraphFeed : MonoBehaviour
{
string[] items = new string[] { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K" };
void Start()
{
GraphChartBase graph = GetComponent<GraphChartBase>();
if (graph != null)
{
// graph.DataSource.StartBatch();
graph.DataSource.ClearCategory("Player 1");
graph.DataSource.ClearCategory("Player 2");
for (int i = 0; i < 10; i++)
{
GraphData.AddPointToCategoryWithLabel(graph, "Player 1", Random.value * 10f, Random.value * 10f, Random.value * 3f, items[i], i.ToString());
// graph.DataSource.AddPointToCategory("Player 1", Random.value * 10f, Random.value * 10f, Random.value *3f);
// graph.DataSource.AddPointToCategory("Player 2", Random.value * 10f, Random.value * 10f, Random.value *3f);
}
// graph.DataSource.EndBatch();
}
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections;
public class GraphChartFeed : MonoBehaviour
{
void Start ()
{
GraphChartBase graph = GetComponent<GraphChartBase>();
if (graph != null)
{
graph.Scrollable = false;
graph.HorizontalValueToStringMap[0.0] = "Zero"; // example of how to set custom axis strings
graph.DataSource.StartBatch();
graph.DataSource.ClearCategory("Player 1");
graph.DataSource.ClearAndMakeBezierCurve("Player 2");
for (int i = 0; i <10000; i++)
{
graph.DataSource.AddPointToCategory("Player 1",i*5,Random.value*10f + 20f);
if (i == 0)
graph.DataSource.SetCurveInitialPoint("Player 2",i*5, Random.value * 10f + 10f);
else
graph.DataSource.AddLinearCurveToCategory("Player 2",
new DoubleVector2(i*5 , Random.value * 10f + 10f));
}
graph.DataSource.MakeCurveCategorySmooth("Player 2");
graph.DataSource.EndBatch();
}
// StartCoroutine(ClearAll());
}
IEnumerator ClearAll()
{
yield return new WaitForSeconds(5f);
GraphChartBase graph = GetComponent<GraphChartBase>();
graph.DataSource.Clear();
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections.Generic;
using System;
public partial class LargeDataFeed
{
public void AppendPointRealtime(double x, double y, double slideTime = 0f)
{
if (graph == null)
return;
bool show = false;
if (mData.Count == 0)
show = true;
else
{
double viewX = mData[mData.Count - 1].x;
double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
if (viewX >= pageStartThreshold && viewX <= pageEndThreshold)
show = true;
}
mData.Add(new DoubleVector2(x, y));
if (show)
graph.DataSource.AddPointToCategoryRealtime("Player 1", x, y, slideTime);
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections.Generic;
using System;
using System.IO;
public partial class LargeDataFeed : MonoBehaviour, IComparer<DoubleVector2>
{
public string Category = "Player 1";
public int DownSampleToPoints = 100;
List<DoubleVector2> mData = new List<DoubleVector2>(); // the data held by the chart
double pageSize = 2f;
double currentPagePosition = 0.0;
double currentZoom = 0f;
GraphChartBase graph;
double mCurrentPageSizeFactor = double.NegativeInfinity;
void Start()
{
graph = GetComponent<GraphChartBase>();
SetInitialData();
}
/// <summary>
/// called with Start(). These will be used to load the data into the large data feed. You should replace this with your own loading logic.
/// </summary>
void SetInitialData()
{
List<DoubleVector2> data = new List<DoubleVector2>(250000);
double x = 0f;
double y = 200f;
for (int i = 0; i < 25000; i++) // initialize with random data
{
data.Add(new DoubleVector2(x, y));
y += UnityEngine.Random.value * 10f - 5f;
x += UnityEngine.Random.value;
}
SetData(data);
}
public void SaveToFile(string path)
{
using (StreamWriter file = new StreamWriter(path))
{
file.WriteLine(mData.Count);
for (int i = 0; i < mData.Count; i++)
{
DoubleVector2 item = mData[i];
file.WriteLine(item.x);
file.WriteLine(item.y);
}
}
}
public void LoadFromFile(string path)
{
try
{
List<DoubleVector2> data = new List<DoubleVector2>();
using (StreamReader file = new StreamReader(path))
{
int count = int.Parse(file.ReadLine());
for (int i = 0; i < count; i++)
{
double x = double.Parse(file.ReadLine());
double y = double.Parse(file.ReadLine());
data.Add(new DoubleVector2(x, y));
}
}
SetData(data);
}
catch (Exception)
{
throw new Exception("Invalid file format");
}
}
/// <summary>
/// vertify's that the graph data is sorted so it can be searched using a binary search.
/// </summary>
/// <returns></returns>
bool VerifySorted(List<DoubleVector2> data)
{
if (data == null)
return true;
for (int i = 1; i < data.Count; i++)
{
if (data[i].x < data[i - 1].x)
return false;
}
return true;
}
/// <summary>
/// set the data of the large data graph
/// </summary>
/// <param name="data"></param>
public void SetData(List<DoubleVector2> data)
{
if (data == null)
data = new List<DoubleVector2>(); // set up an empty list instead of null
if (VerifySorted(data) == false)
{
Debug.LogWarning("The data used with large data feed must be sorted acoording to the x value, aborting operation");
return;
}
mData = data;
LoadPage(currentPagePosition); // load the page at position 0
}
int FindClosestIndex(double position) // if you want to know what is index is currently displayed . use binary search to find it
{
//NOTE :: this method assumes your data is sorted !!!
int res = mData.BinarySearch(new DoubleVector2(position, 0.0), this);
if (res >= 0)
return res;
return ~res;
}
double PageSizeFactor
{
get
{
return pageSize * graph.DataSource.HorizontalViewSize;
}
}
void findPointsForPage(double position, out int start, out int end) // given a page position , find the right most and left most indices in the data for that page.
{
int index = FindClosestIndex(position); // use binary search to find the closest position to the current scroll point
double endPosition = position + PageSizeFactor;
double startPosition = position - PageSizeFactor;
//starting from the current index , we find the page boundries
for (start = index; start > 0; start--)
{
if (mData[start].x < startPosition) // take the first point that is out of the page. so the graph doesn't break at the edge
break;
}
for (end = index; end < mData.Count; end++)
{
if (mData[end].x > endPosition) // take the first point that is out of the page
break;
}
}
public void Update()
{
if (graph != null)
{
//check the scrolling position of the graph. if we are past the view size , load a new page
double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
if (graph.HorizontalScrolling < pageStartThreshold || graph.HorizontalScrolling > pageEndThreshold || currentZoom >= graph.DataSource.HorizontalViewSize * 2f)
{
currentZoom = graph.DataSource.HorizontalViewSize;
mCurrentPageSizeFactor = PageSizeFactor * 0.9f;
LoadPage(graph.HorizontalScrolling);
}
}
}
void LoadWithoutDownSampling(int start, int end)
{
for (int i = start; i < end; i++) // load the data
{
graph.DataSource.AddPointToCategory(Category, mData[i].x, mData[i].y);
}
}
void LoadWithDownSampling(int start, int end)
{
int total = end - start;
if (DownSampleToPoints >= total)
{
LoadWithoutDownSampling(start, end);
return;
}
double sampleCount = ((double)total) / (double)DownSampleToPoints;
// graph.DataSource.AddPointToCategory(Category, mData[start].x, mData[start].y);
for (int i = 0; i < DownSampleToPoints; i++)
{
int fractionStart = start + (int)(i * sampleCount); // the first point with a fraction
int fractionEnd = start + (int)((i + 1) * sampleCount); // the first point with a fraction
fractionEnd = Math.Min(fractionEnd, mData.Count - 1);
double x = 0, y = 0;
double divide = 0.0;
for (int j = fractionStart; j < fractionEnd; j++) // avarge the poins
{
x += mData[j].x;
y += mData[j].y;
divide++;
}
if (divide > 0.0)
{
x /= divide;
y /= divide;
graph.DataSource.AddPointToCategory(Category, x, y);
}
else
Debug.Log("error");
}
// graph.DataSource.AddPointToCategory(Category, mData[last].x, mData[last].y);
}
void LoadPage(double pagePosition)
{
if (graph != null)
{
Debug.Log("Loading page :" + pagePosition);
graph.DataSource.StartBatch(); // call start batch
graph.DataSource.HorizontalViewOrigin = 0;
int start, end;
findPointsForPage(pagePosition, out start, out end); // get the page edges
graph.DataSource.ClearCategory(Category); // clear the cateogry
if (DownSampleToPoints <= 0)
LoadWithoutDownSampling(start, end);
else
LoadWithDownSampling(start, end);
graph.DataSource.EndBatch();
graph.HorizontalScrolling = pagePosition;
}
currentPagePosition = pagePosition;
}
public int Compare(DoubleVector2 x, DoubleVector2 y)
{
if (x.x < y.x)
return -1;
if (x.x > y.x)
return 1;
return 0;
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using UnityEngine.UI;
public class Marker : MonoBehaviour
{
public GraphChartBase Chart;
public RectTransform LastPoint;
public RectTransform Area;
public Text MouseText;
private DoubleRect currentRect = new DoubleRect();
// Use this for initialization
void Start ()
{
if (Chart != null)
{
Chart.OnRedraw.AddListener(Redraw);
}
}
void Redraw()
{
if (Chart == null)
return;
if(Chart.IsRectVisible(currentRect) == false)
{
double endX = (float)(Chart.HorizontalScrolling + Chart.DataSource.HorizontalViewSize);
double x = endX - 1f;
double y = (float)Chart.VerticalScrolling;
double endY = (float)Chart.DataSource.GetMaxValue(1, false);
currentRect = new DoubleRect(x, y, endX - x, endY - y);
}
DoubleRect trimRect;
if (Chart.TrimRect(currentRect, out trimRect))
{
Chart.RectToCanvas(Area, trimRect);
}
DoubleVector3 last;
if (Chart.DataSource.GetLastPoint("Player 1", out last))
{
Vector3 pos;
if(Chart.PointToWorldSpace(out pos, last.x, last.y, "Player 1"))
{
if(LastPoint != null)
{
LastPoint.transform.position = pos;
}
}
}
}
// Update is called once per frame
void Update () {
double mx, my;
if (MouseText != null)
{
if (Chart.MouseToClient(out mx, out my))
{
MouseText.text = string.Format("{0:0.00} , {1:0.00}", mx, my);
}
}
else
{
MouseText.text = "";
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class MarkerSampleDataInitializer : MonoBehaviour
{
public GraphChartBase graph;
// Use this for initialization
void Start ()
{
graph.DataSource.ClearCategory("Player 1");
var point = FindObjectOfType<MarkerText>();
var line = FindObjectOfType<MarkerTextLine>();
double prevY = 0.0;
for (int i=0; i<10; i++)
{
double y = Random.value * 10f;
graph.DataSource.AddPointToCategory("Player 1", i, y);
if (i == 5)
point.point = new DoubleVector2(i, y);
if( i==7 )
{
line.point1 = new DoubleVector2(i - 1,prevY);
line.point2 = new DoubleVector2(i , y);
}
prevY = y;
}
}
// Update is called once per frame
void Update () {
}
}
@@ -0,0 +1,12 @@
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using UnityEngine.UI;
public class MarkerText : MonoBehaviour {
public GraphChartBase Chart;
public Text TextObject;
/// <summary>
/// the text position in graph coordinates
/// </summary>
public DoubleVector2 point;
/// <summary>
/// offsets the text on the x axis away from the selected point
/// </summary>
public float SeperationOffset = 0f;
/// <summary>
/// offsets the text on the y axus away from the selected point
/// </summary>
public float ElevationOffset = 0f;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Chart == null)
return;
Vector3 res;
if (Chart.PointToWorldSpace(out res, point.x, point.y))
TextObject.transform.position = res + new Vector3(SeperationOffset, ElevationOffset, 0f);
}
}
@@ -0,0 +1,12 @@
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using UnityEngine.UI;
public class MarkerTextLine : MonoBehaviour {
public GraphChartBase Chart;
public Text TextObject;
/// <summary>
/// the first line position in graph coordinates
/// </summary>
public DoubleVector2 point1;
/// <summary>
/// the second line position in graph coordinates
/// </summary>
public DoubleVector2 point2;
/// <summary>
/// offsets the text on the x axis away from the selected point
/// </summary>
public float SeperationOffset = 0f;
/// <summary>
/// offsets the text on the y axus away from the selected point
/// </summary>
public float ElevationOffset = 0f;
public bool Rotate = true;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Chart == null)
return;
Vector3 res1,res2;
if (Chart.PointToWorldSpace(out res1, point1.x, point1.y))
{
if(Chart.PointToWorldSpace(out res2,point2.x,point2.y))
{
Vector2 finalPos = (res2 + res1) * 0.5f;
Vector2 seperationVector = (res2 - res1).normalized;
Vector2 elevationVector = ChartCommon.Perpendicular(seperationVector);
TextObject.transform.position = finalPos + SeperationOffset * seperationVector + ElevationOffset * elevationVector;
if(Rotate)
{
TextObject.transform.localRotation = Quaternion.Euler(0f, 0f,Mathf.Rad2Deg * Mathf.Atan2(seperationVector.y, seperationVector.x));
}
}
}
}
}
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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PointHighlight : MonoBehaviour
{
public Text TextPrefab;
public ChartItemEffect PointHoverPrefab;
public int FontSize = 5;
public Vector3 TextOffset = new Vector3();
int fractionDigits = 0;
GraphChart mChart;
class HighLight
{
public HighLight(Text t,ChartItemEffect p)
{
mText = t;
mPoint = p;
}
public Text mText;
public ChartItemEffect mPoint;
public CharItemEffectController mControl;
}
List<HighLight> mItems = new List<HighLight>();
List<HighLight> mRemoved = new List<HighLight>();
void Start()
{
var labels = GetComponent<ItemLabels>();
if (labels != null)
fractionDigits = labels.FractionDigits;
else
fractionDigits = 2;
var graph = GetComponent<GraphChart>();
if (graph != null)
mChart = graph;
}
void Update()
{
mRemoved.RemoveAll(x =>
{
if (!x.mControl.enabled)
{
ChartCommon.SafeDestroy(x.mText.gameObject);
ChartCommon.SafeDestroy(x.mPoint.gameObject);
return true;
}
return false;
});
}
IEnumerator SelectText(Text text,GameObject point)
{
yield return new WaitForEndOfFrame();
if (text != null)
{
ChartItemEvents e = text.GetComponent<ChartItemEvents>();
if (e != null)
{
e.OnMouseHover.Invoke(e.gameObject);
}
e = point.GetComponent<ChartItemEvents>();
if (e != null)
{
e.OnMouseHover.Invoke(e.gameObject);
}
}
}
void ClearHighLight()
{
for (int i = 0; i < mItems.Count; i++)
{
RemoveText(mItems[i]);
}
mItems.Clear();
}
void RemoveText(HighLight h)
{
if (h.mText != null)
{
ChartItemEvents e = h.mText.GetComponent<ChartItemEvents>();
h.mControl= h.mText.GetComponent<CharItemEffectController>();
if (e != null && h.mControl != null)
{
e.OnMouseLeave.Invoke(e.gameObject);
mRemoved.Add(h);
}
else
{
ChartCommon.SafeDestroy(h.mText);
}
e = h.mPoint.GetComponent<ChartItemEvents>();
if (e != null)
{
e.OnMouseLeave.Invoke(e.gameObject);
}
else
{
ChartCommon.SafeDestroy(h.mPoint);
}
}
}
void PopText(string data, Vector3 position, bool worldPositionStays)
{
var canvas = GetComponentInParent<Canvas>();
if (canvas == null || TextPrefab == null)
return;
ClearHighLight();
GameObject highlight = (GameObject)GameObject.Instantiate(PointHoverPrefab.gameObject, position, Quaternion.identity);
GameObject obj = (GameObject)GameObject.Instantiate(TextPrefab.gameObject, position + TextOffset, Quaternion.identity);
var text = obj.GetComponent<Text>();
text.maskable = false;
text.text = data;
text.fontSize = FontSize;
obj.transform.SetParent(transform, false);
highlight.transform.SetParent(transform, false);
if (worldPositionStays)
{
obj.transform.position = position + TextOffset;
highlight.transform.position = position;
}
else
{
obj.transform.localPosition = position + TextOffset;
highlight.transform.localPosition = position;
}
Vector3 local = obj.transform.localPosition;
local.z = 0f;
obj.transform.localPosition = local;
local = highlight.transform.localPosition;
local.z = 0f;
highlight.transform.localPosition = local;
mItems.Add(new HighLight(text, highlight.GetComponent<ChartItemEffect>()));
StartCoroutine(SelectText(text, highlight));
}
public void HighlightPoint(string category,int index)
{
var point = mChart.DataSource.GetPoint(category, index);
string text = mChart.FormatItem(point.x, point.y);
Vector3 position;
if (mChart.PointToWorldSpace(out position, point.x, point.y, category))
PopText(text, position, true);
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using UnityEngine.UI;
using System;
public class TrackerLine : MonoBehaviour {
public GraphChartBase Chart;
public RectTransform Area;
public float lineThickness = 1.0f;
public bool TrackLast = true;
public float yPosition = 0;
// Use this for initialization
void Start()
{
if (Chart != null)
{
Chart.OnRedraw.AddListener(Redraw);
}
}
void Redraw()
{
if (Chart == null)
return;
DoubleVector3 last;
if (Chart.DataSource.GetLastPoint("Player 1", out last))
{
if(TrackLast == false)
last.y = yPosition;
DoubleRect rect = new DoubleRect(last.x - Chart.DataSource.HorizontalViewSize, last.y - lineThickness * 0.5f, Chart.DataSource.HorizontalViewSize, lineThickness);
DoubleRect trimRect;
if (Area != null)
{
Vector3 res;
if(Chart.PointToWorldSpace(out res,rect.min.x,rect.min.y))
{
res.y += lineThickness;
double x, y;
if(Chart.PointToClient(res,out x,out y))
{
double thick = Math.Abs(rect.min.y - y);
rect = new DoubleRect(last.x - Chart.DataSource.HorizontalViewSize, last.y - thick * 0.5f, Chart.DataSource.HorizontalViewSize, thick);
}
}
if (Chart.TrimRect(rect, out trimRect)) // if the rect is in display
{
if (Area.gameObject.activeSelf == false) // we draw it
Area.gameObject.SetActive(true);
Chart.RectToCanvas(Area, trimRect);
// Area.sizeDelta = new Vector2(Area.sizeDelta.x, lineThickness);
}
else
{
if (Area.gameObject.activeSelf == true) // otherwise it is set as incative
Area.gameObject.SetActive(false);
}
}
}
}
// Update is called once per frame
void Update()
{
}
}
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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class highlightTest : MonoBehaviour
{
public PointHighlight Highlight;
public int count;
float time = 1f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
time -= Time.deltaTime;
if(time <0f)
{
time = 2f;
Highlight.HighlightPoint("Player 1", Random.Range(0, count));
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
using UnityEngine.UI;
public class MixedCharts : MonoBehaviour {
public BarChart Bar;
public GraphChartBase Graph;
// Use this for initialization
void Start () {
StartCoroutine(FillGraphWait());
}
/// <summary>
/// This method waits for the bar chart to fill up before filling the graph
/// </summary>
/// <returns></returns>
IEnumerator FillGraphWait()
{
yield return new WaitForEndOfFrame();
yield return new WaitForEndOfFrame();
FillGraph();
}
void FillGraph()
{
Graph.DataSource.ClearCategory("Category1");
for (int i=0; i<Bar.DataSource.TotalCategories; i++)
{
string categoryName = Bar.DataSource.GetCategoryName(i);
for(int j=0; j<Bar.DataSource.TotalGroups; j++)
{
string groupName = Bar.DataSource.GetGroupName(j);
Vector3 position;
Bar.GetBarTrackPosition(categoryName, groupName, out position); // find the position of the top of the bar chart
double x, y;
Graph.PointToClient(position, out x, out y); // convert it to graph coordinates
Graph.DataSource.AddPointToCategory("Category1", x, Random.value * 10f); // drop the y value and set your own value
}
}
}
// Update is called once per frame
void Update () {
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class PieChartFeed : MonoBehaviour
{
void Start ()
{
PieChart pie = GetComponent<PieChart>();
if (pie != null)
{
pie.DataSource.SlideValue("Player 1", 50, 10f);
pie.DataSource.SetValue("Player 2", Random.value * 10);
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class RadarChartFeed : MonoBehaviour {
// Use this for initialization
void Start ()
{
var radar = GetComponent<RadarChart>();
if (radar != null)
{
radar.DataSource.SetValue("Player 1", "A", 10);
}
}
// Update is called once per frame
void Update () {
}
}
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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RadarMaxValueCategory : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
var radar = GetComponent<RadarChart>();
if (radar != null)
{
radar.DataSource.SetCategoryMaxValue("Player 1",20);
radar.DataSource.SetValue("Player 1", "A", 10);
}
}
// Update is called once per frame
void Update()
{
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class StreamingGraph : MonoBehaviour
{
public GraphChart Graph;
public int TotalPoints = 5;
float lastTime = 0f;
float lastX = 0f;
void Start()
{
if (Graph == null) // the ChartGraph info is obtained via the inspector
return;
float x = 3f * TotalPoints;
Graph.DataSource.StartBatch(); // calling StartBatch allows changing the graph data without redrawing the graph for every change
Graph.DataSource.ClearCategory("Player 1"); // clear the "Player 1" category. this category is defined using the GraphChart inspector
Graph.DataSource.ClearCategory("Player 2"); // clear the "Player 2" category. this category is defined using the GraphChart inspector
for (int i = 0; i < TotalPoints; i++) //add random points to the graph
{
Graph.DataSource.AddPointToCategory("Player 1", System.DateTime.Now - System.TimeSpan.FromSeconds(x), Random.value * 20f + 10f); // each time we call AddPointToCategory
Graph.DataSource.AddPointToCategory("Player 2", System.DateTime.Now - System.TimeSpan.FromSeconds(x), Random.value * 10f); // each time we call AddPointToCategory
x -= Random.value * 3f;
lastX = x;
}
Graph.DataSource.EndBatch(); // finally we call EndBatch , this will cause the GraphChart to redraw itself
}
void Update()
{
float time = Time.time;
if (lastTime + 2f < time)
{
lastTime = time;
lastX += Random.value * 3f;
// System.DateTime t = ChartDateUtility.ValueToDate(lastX);
Graph.DataSource.AddPointToCategoryRealtime("Player 1", System.DateTime.Now, Random.value * 20f + 10f, 1f); // each time we call AddPointToCategory
Graph.DataSource.AddPointToCategoryRealtime("Player 2", System.DateTime.Now, Random.value * 10f, 1f); // each time we call AddPointToCategory
}
}
}
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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveGraph : MonoBehaviour
{
public GraphChart Graph;
public int PointCount = 100;
DoubleVector3[] array;
void Start()
{
array = new DoubleVector3[PointCount];
if (Graph == null) // the ChartGraph info is obtained via the inspector
return;
Graph.DataSource.StartBatch(); // calling StartBatch allows changing the graph data without redrawing the graph for every change
Graph.DataSource.ClearCategory("Player 1"); // clear the "Player 1" category. this category is defined using the GraphChart inspector
for (int i = 0; i < array.Length; i++) //add random points to the graph
{
Graph.DataSource.AddPointToCategory("Player 1", i, Random.value * 20f + 10f); // each time we call AddPointToCategory
}
Graph.DataSource.EndBatch(); // finally we call EndBatch , this will cause the GraphChart to redraw itself
}
void Update()
{
for(int i=0; i<array.Length; i++)
{
array[i] = new DoubleVector3(i, Random.value * 20f, -1.0);
}
Graph.DataSource.SetCategoryArray("Player 1", array,0,array.Length); // set the array each frame
}
}
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