using System;
using UnityEngine;
namespace XCharts.Runtime
{
///
/// Global parameter setting component. The default value can be used in general, and can be adjusted when necessary.
/// |全局参数设置组件。一般情况下可使用默认值,当有需要时可进行调整。
///
[Serializable]
public class Settings : MainComponent
{
[SerializeField] private bool m_Show = true;
[SerializeField][Range(1, 20)] protected int m_MaxPainter = 10;
[SerializeField] protected bool m_ReversePainter = false;
[SerializeField] protected Material m_BasePainterMaterial;
[SerializeField] protected Material m_SeriePainterMaterial;
[SerializeField] protected Material m_TopPainterMaterial;
[SerializeField][Range(1, 10)] protected float m_LineSmoothStyle = 3f;
[SerializeField][Range(1f, 20)] protected float m_LineSmoothness = 2f;
[SerializeField][Range(0.5f, 20)] protected float m_LineSegmentDistance = 3f;
[SerializeField][Range(1, 10)] protected float m_CicleSmoothness = 2f;
[SerializeField] protected float m_LegendIconLineWidth = 2;
[SerializeField] private float[] m_LegendIconCornerRadius = new float[] { 0.25f, 0.25f, 0.25f, 0.25f };
public bool show { get { return m_Show; } }
///
/// max painter.
/// |设定的painter数量。
///
public int maxPainter
{
get { return m_MaxPainter; }
set { if (PropertyUtil.SetStruct(ref m_MaxPainter, value < 0 ? 1 : value)) SetVerticesDirty(); }
}
///
/// Painter是否逆序。逆序时index大的serie最先绘制。
///
public bool reversePainter
{
get { return m_ReversePainter; }
set { if (PropertyUtil.SetStruct(ref m_ReversePainter, value)) SetVerticesDirty(); }
}
///
/// Base Pointer 材质球,设置后会影响Axis等。
///
public Material basePainterMaterial
{
get { return m_BasePainterMaterial; }
set { if (PropertyUtil.SetClass(ref m_BasePainterMaterial, value)) SetComponentDirty(); }
}
///
/// Serie Pointer 材质球,设置后会影响所有Serie。
///
public Material seriePainterMaterial
{
get { return m_SeriePainterMaterial; }
set { if (PropertyUtil.SetClass(ref m_SeriePainterMaterial, value)) SetComponentDirty(); }
}
///
/// Top Pointer 材质球,设置后会影响Tooltip等。
///
public Material topPainterMaterial
{
get { return m_TopPainterMaterial; }
set { if (PropertyUtil.SetClass(ref m_TopPainterMaterial, value)) SetComponentDirty(); }
}
///
/// Curve smoothing factor. By adjusting the smoothing coefficient, the curvature of the curve can be changed,
/// and different curves with slightly different appearance can be obtained.
/// |曲线平滑系数。通过调整平滑系数可以改变曲线的曲率,得到外观稍微有变化的不同曲线。
///
public float lineSmoothStyle
{
get { return m_LineSmoothStyle; }
set { if (PropertyUtil.SetStruct(ref m_LineSmoothStyle, value < 0 ? 1f : value)) SetVerticesDirty(); }
}
///
/// Smoothness of curve. The smaller the value, the smoother the curve, but the number of vertices will increase.
/// |When the area with gradient is filled, the larger the value, the worse the transition effect.
/// |曲线平滑度。值越小曲线越平滑,但顶点数也会随之增加。当开启有渐变的区域填充时,数值越大渐变过渡效果越差。
///
///
public float lineSmoothness
{
get { return m_LineSmoothness; }
set { if (PropertyUtil.SetStruct(ref m_LineSmoothStyle, value < 0 ? 1f : value)) SetVerticesDirty(); }
}
///
/// The partition distance of a line segment. A line in a normal line chart is made up of many segments,
/// the number of which is determined by the change in value. The smaller the number of segments,
/// the higher the number of vertices. When the area with gradient is filled, the larger the value, the worse the transition effect.
/// |线段的分割距离。普通折线图的线是由很多线段组成,段数由该数值决定。值越小段数越多,但顶点数也会随之增加。当开启有渐变的区域填充时,数值越大渐变过渡效果越差。
///
///
public float lineSegmentDistance
{
get { return m_LineSegmentDistance; }
set { if (PropertyUtil.SetStruct(ref m_LineSegmentDistance, value < 0 ? 1f : value)) SetVerticesDirty(); }
}
///
/// the smoothess of cricle.
/// |圆形的平滑度。数越小圆越平滑,但顶点数也会随之增加。
///
public float cicleSmoothness
{
get { return m_CicleSmoothness; }
set { if (PropertyUtil.SetStruct(ref m_CicleSmoothness, value < 0 ? 1f : value)) SetVerticesDirty(); }
}
///
/// the width of line serie legend.
/// |Line类型图例图标的线条宽度。
///
public float legendIconLineWidth
{
get { return m_LegendIconLineWidth; }
set { if (PropertyUtil.SetStruct(ref m_LegendIconLineWidth, value)) SetVerticesDirty(); }
}
///
/// The radius of rounded corner. Its unit is px. Use array to respectively specify the 4 corner radiuses((clockwise upper left, upper right, bottom right and bottom left)).
/// |图例圆角半径。用数组分别指定4个圆角半径(顺时针左上,右上,右下,左下)。
///
public float[] legendIconCornerRadius
{
get { return m_LegendIconCornerRadius; }
set { if (PropertyUtil.SetClass(ref m_LegendIconCornerRadius, value, true)) SetVerticesDirty(); }
}
public void Copy(Settings settings)
{
m_ReversePainter = settings.reversePainter;
m_MaxPainter = settings.maxPainter;
m_BasePainterMaterial = settings.basePainterMaterial;
m_SeriePainterMaterial = settings.seriePainterMaterial;
m_TopPainterMaterial = settings.topPainterMaterial;
m_LineSmoothStyle = settings.lineSmoothStyle;
m_LineSmoothness = settings.lineSmoothness;
m_LineSegmentDistance = settings.lineSegmentDistance;
m_CicleSmoothness = settings.cicleSmoothness;
m_LegendIconLineWidth = settings.legendIconLineWidth;
ChartHelper.CopyArray(m_LegendIconCornerRadius, settings.legendIconCornerRadius);
}
public override void Reset()
{
Copy(DefaultSettings);
}
public static Settings DefaultSettings
{
get
{
return new Settings()
{
m_ReversePainter = false,
m_MaxPainter = XCSettings.maxPainter,
m_LineSmoothStyle = XCSettings.lineSmoothStyle,
m_LineSmoothness = XCSettings.lineSmoothness,
m_LineSegmentDistance = XCSettings.lineSegmentDistance,
m_CicleSmoothness = XCSettings.cicleSmoothness,
m_LegendIconLineWidth = 2,
m_LegendIconCornerRadius = new float[] { 0.25f, 0.25f, 0.25f, 0.25f }
};
}
}
}
}