Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/Component/Axis/SingleAxis/SingleAxis.cs

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using System.Collections.Generic;
using UnityEngine;
namespace XCharts.Runtime
{
/// <summary>
/// Single axis.
/// |单轴。
/// </summary>
[System.Serializable]
[ComponentHandler(typeof(SingleAxisHander), true)]
public class SingleAxis : Axis, IUpdateRuntimeData
{
[SerializeField] protected Orient m_Orient = Orient.Horizonal;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.1f;
[SerializeField] private float m_Top = 0f;
[SerializeField] private float m_Bottom = 0.2f;
[SerializeField] private float m_Width = 0;
[SerializeField] private float m_Height = 50;
/// <summary>
/// Orientation of the axis. By default, it's 'Horizontal'. You can set it to be 'Vertical' to make a vertical axis.
/// |坐标轴朝向。默认为水平朝向。
/// </summary>
public Orient orient
{
get { return m_Orient; }
set { if (PropertyUtil.SetStruct(ref m_Orient, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between component and the left side of the container.
/// |组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between component and the right side of the container.
/// |组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between component and the top side of the container.
/// |组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between component and the bottom side of the container.
/// |组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// width of axis.
/// |坐标轴宽。
/// </summary>
public float width
{
get { return m_Width; }
set { if (PropertyUtil.SetStruct(ref m_Width, value)) SetAllDirty(); }
}
/// <summary>
/// height of axis.
/// |坐标轴高。
/// </summary>
public float height
{
get { return m_Height; }
set { if (PropertyUtil.SetStruct(ref m_Height, value)) SetAllDirty(); }
}
public void UpdateRuntimeData(float chartX, float chartY, float chartWidth, float chartHeight)
{
context.left = left <= 1 ? left * chartWidth : left;
context.bottom = bottom <= 1 ? bottom * chartHeight : bottom;
context.top = top <= 1 ? top * chartHeight : top;
context.right = right <= 1 ? right * chartWidth : right;
context.height = height <= 1 ? height * chartHeight : height;
if (m_Orient == Orient.Horizonal)
{
context.width = width == 0 ?
chartWidth - context.left - context.right :
(width <= 1 ? chartWidth * width : width);
}
else
{
context.width = width == 0 ?
chartHeight - context.top - context.bottom :
(width <= 1 ? chartHeight * width : width);
}
if (context.left != 0 && context.right == 0)
context.x = chartX + context.left;
else if (context.left == 0 && context.right != 0)
context.x = chartX + chartWidth - context.right - context.width;
else
context.x = chartX + context.left;
if (context.bottom != 0 && context.top == 0)
context.y = chartY + context.bottom;
else if (context.bottom == 0 && context.top != 0)
context.y = chartY + chartHeight - context.top - context.height;
else
context.y = chartY + context.bottom;
context.position = new Vector3(context.x, context.y);
}
public override void SetDefaultValue()
{
m_Show = true;
m_Type = AxisType.Category;
m_Min = 0;
m_Max = 0;
m_SplitNumber = 0;
m_BoundaryGap = true;
m_Position = AxisPosition.Bottom;
m_Offset = 0;
m_Left = 0.1f;
m_Right = 0.1f;
m_Top = 0;
m_Bottom = 0.2f;
m_Width = 0;
m_Height = 50;
m_Data = new List<string>() { "x1", "x2", "x3", "x4", "x5" };
m_Icons = new List<Sprite>(5);
splitLine.show = false;
splitLine.lineStyle.type = LineStyle.Type.None;
axisLabel.textLimit.enable = true;
axisTick.showStartTick = true;
axisTick.showEndTick = true;
}
}
}