Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/Internal/BaseChart.API.cs
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Basic environment include Multi scene, Reward Change, Visible chart, etc....
2022-09-05 20:46:08 +09:00

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace XCharts.Runtime
{
/// <summary>
/// The base class of all charts.
/// |所有Chart的基类。
/// </summary>
public partial class BaseChart
{
/// <summary>
/// The name of chart.
/// |</summary>
public string chartName
{
get { return m_ChartName; }
set
{
if (!string.IsNullOrEmpty(value) && XChartsMgr.ContainsChart(value))
{
Debug.LogError("chartName repeated:" + value);
}
else
{
m_ChartName = value;
}
}
}
/// <summary>
/// The theme.
/// |</summary>
public ThemeStyle theme { get { return m_Theme; } set { m_Theme = value; } }
/// <summary>
/// Global parameter setting component.
/// |全局设置组件。
/// </summary>
public Settings settings { get { return m_Settings; } }
/// <summary>
/// The x of chart.
/// |图表的X
/// </summary>
public float chartX { get { return m_ChartX; } }
/// <summary>
/// The y of chart.
/// |图表的Y
/// </summary>
public float chartY { get { return m_ChartY; } }
/// <summary>
/// The width of chart.
/// |图表的宽
/// </summary>
public float chartWidth { get { return m_ChartWidth; } }
/// <summary>
/// The height of chart.
/// |图表的高
/// </summary>
public float chartHeight { get { return m_ChartHeight; } }
public Vector2 chartMinAnchor { get { return m_ChartMinAnchor; } }
public Vector2 chartMaxAnchor { get { return m_ChartMaxAnchor; } }
public Vector2 chartPivot { get { return m_ChartPivot; } }
public Vector2 chartSizeDelta { get { return m_ChartSizeDelta; } }
/// <summary>
/// The position of chart.
/// |图表的左下角起始坐标。
/// </summary>
public Vector3 chartPosition { get { return m_ChartPosition; } }
public Rect chartRect { get { return m_ChartRect; } }
public Action onInit { set { m_OnInit = value; } }
public Action onUpdate { set { m_OnUpdate = value; } }
/// <summary>
/// 自定义绘制回调。在绘制Serie前调用。
/// </summary>
public Action<VertexHelper> onDraw { set { m_OnDrawBase = value; } }
/// <summary>
/// 自定义Serie绘制回调。在每个Serie绘制完前调用。
/// </summary>
public Action<VertexHelper, Serie> onDrawBeforeSerie { set { m_OnDrawSerieBefore = value; } }
/// <summary>
/// 自定义Serie绘制回调。在每个Serie绘制完后调用。
/// </summary>
public Action<VertexHelper, Serie> onDrawAfterSerie { set { m_OnDrawSerieAfter = value; } }
/// <summary>
/// 自定义Top绘制回调。在绘制Tooltip前调用。
/// </summary>
public Action<VertexHelper> onDrawTop { set { m_OnDrawTop = value; } }
/// <summary>
/// 自定义仪表盘指针绘制委托。
/// </summary>
public CustomDrawGaugePointerFunction customDrawGaugePointerFunction { set { m_CustomDrawGaugePointerFunction = value; } get { return m_CustomDrawGaugePointerFunction; } }
/// <summary>
/// the callback function of click pie area.
/// |点击饼图区域回调。参数PointerEventDataSerieIndexSerieDataIndex
/// </summary>
public Action<PointerEventData, int, int> onPointerClickPie { set { m_OnPointerClickPie = value; m_ForceOpenRaycastTarget = true; } get { return m_OnPointerClickPie; } }
/// <summary>
/// the callback function of click bar.
/// |点击柱形图柱条回调。参数eventData, dataIndex
/// </summary>
public Action<PointerEventData, int> onPointerClickBar { set { m_OnPointerClickBar = value; m_ForceOpenRaycastTarget = true; } get { return m_OnPointerClickBar; } }
/// <summary>
/// 坐标轴变更数据索引时回调。参数axis, dataIndex/dataValue
/// </summary>
public Action<Axis, double> onAxisPointerValueChanged { set { m_OnAxisPointerValueChanged = value; } get { return m_OnAxisPointerValueChanged; } }
/// <summary>
/// the callback function of click legend.
/// |点击图例按钮回调。参数legendIndex, legendName, show
/// </summary>
public Action<Legend, int, string, bool> onLegendClick { set { m_OnLegendClick = value; } internal get { return m_OnLegendClick; } }
/// <summary>
/// the callback function of enter legend.
/// |鼠标进入图例回调。参数legendIndex, legendName
/// </summary>
public Action<Legend, int, string> onLegendEnter { set { m_OnLegendEnter = value; } internal get { return m_OnLegendEnter; } }
/// <summary>
/// the callback function of exit legend.
/// |鼠标退出图例回调。参数legendIndex, legendName
/// </summary>
public Action<Legend, int, string> onLegendExit { set { m_OnLegendExit = value; } internal get { return m_OnLegendExit; } }
public void Init(bool defaultChart = true)
{
if (defaultChart)
{
OnInit();
DefaultChart();
}
else
{
OnBeforeSerialize();
}
}
/// <summary>
/// Redraw chart in next frame.
/// |在下一帧刷新整个图表。
/// </summary>
public void RefreshChart()
{
foreach (var serie in m_Series)
serie.ResetInteract();
m_RefreshChart = true;
if (m_Painter) m_Painter.Refresh();
foreach (var painter in m_PainterList) painter.Refresh();
if (m_PainterTop) m_PainterTop.Refresh();
}
/// <summary>
/// Redraw chart serie in next frame.
/// |在下一帧刷新图表的指定serie。
/// </summary>
public void RefreshChart(int serieIndex)
{
RefreshPainter(GetSerie(serieIndex));
}
/// <summary>
/// Redraw chart serie in next frame.
/// |在下一帧刷新图表的指定serie。
/// </summary>
public void RefreshChart(Serie serie)
{
if (serie == null) return;
serie.ResetInteract();
RefreshPainter(serie);
}
/// <summary>
/// Remove all series and legend data.
/// |It just emptying all of serie's data without emptying the list of series.
/// |清除所有数据,系列中只是移除数据,列表会保留。
/// </summary>
public virtual void ClearData()
{
foreach (var serie in m_Series)
serie.ClearData();
foreach (var component in m_Components)
component.ClearData();
m_CheckAnimation = false;
RefreshChart();
}
/// <summary>
/// Remove all data from series and legend.
/// |The series list is also cleared.
/// |清除所有系列和图例数据,系列的列表也会被清除。
/// </summary>
public virtual void RemoveData()
{
foreach (var component in m_Components)
component.ClearData();
m_Series.Clear();
m_SerieHandlers.Clear();
m_CheckAnimation = false;
RefreshChart();
}
/// <summary>
/// Remove legend and serie by name.
/// |清除指定系列名称的数据。
/// </summary>
/// <param name="serieName">the name of serie</param>
public virtual void RemoveData(string serieName)
{
RemoveSerie(serieName);
foreach (var component in m_Components)
{
if (component is Legend)
{
var legend = component as Legend;
legend.RemoveData(serieName);
}
}
RefreshChart();
}
public virtual void UpdateLegendColor(string legendName, bool active)
{
var legendIndex = m_LegendRealShowName.IndexOf(legendName);
if (legendIndex >= 0)
{
foreach (var component in m_Components)
{
if (component is Legend)
{
var legend = component as Legend;
var iconColor = LegendHelper.GetIconColor(this, legend, legendIndex, legendName, active);
var contentColor = LegendHelper.GetContentColor(this, legendIndex, legendName, legend, m_Theme, active);
legend.UpdateButtonColor(legendName, iconColor);
legend.UpdateContentColor(legendName, contentColor);
}
}
}
}
/// <summary>
/// Whether serie is activated.
/// |获得指定图例名字的系列是否显示。
/// </summary>
/// <param name="legendName"></param>
/// <returns></returns>
public virtual bool IsActiveByLegend(string legendName)
{
foreach (var serie in m_Series)
{
if (serie.show && legendName.Equals(serie.serieName))
{
return true;
}
else
{
foreach (var serieData in serie.data)
{
if (serieData.show && legendName.Equals(serieData.name))
{
return true;
}
}
}
}
return false;
}
/// <summary>
/// Update chart theme.
/// |切换内置主题。
/// </summary>
/// <param name="theme">theme</param>
public bool UpdateTheme(ThemeType theme)
{
if (theme == ThemeType.Custom)
{
Debug.LogError("UpdateTheme: not support switch to Custom theme.");
return false;
}
if (m_Theme.sharedTheme == null)
m_Theme.sharedTheme = XCThemeMgr.GetTheme(ThemeType.Default);
m_Theme.sharedTheme.CopyTheme(theme);
return true;
}
/// <summary>
/// Update chart theme info.
/// |切换图表主题。
/// </summary>
/// <param name="theme">theme</param>
public void UpdateTheme(Theme theme)
{
m_Theme.sharedTheme = theme;
SetAllComponentDirty();
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
#endif
}
/// <summary>
/// Whether series animation enabel.
/// |启用或关闭起始动画。
/// </summary>
/// <param name="flag"></param>
public void AnimationEnable(bool flag)
{
foreach (var serie in m_Series) serie.AnimationEnable(flag);
}
/// <summary>
/// fadeIn animation.
/// |开始渐入动画。
/// </summary>
public void AnimationFadeIn()
{
foreach (var serie in m_Series) serie.AnimationFadeIn();
}
/// <summary>
/// fadeIn animation.
/// |开始渐出动画。
/// </summary>
public void AnimationFadeOut()
{
foreach (var serie in m_Series) serie.AnimationFadeOut();
}
/// <summary>
/// Pause animation.
/// |暂停动画。
/// </summary>
public void AnimationPause()
{
foreach (var serie in m_Series) serie.AnimationPause();
}
/// <summary>
/// Stop play animation.
/// |继续动画。
/// </summary>
public void AnimationResume()
{
foreach (var serie in m_Series) serie.AnimationResume();
}
/// <summary>
/// Reset animation.
/// |重置动画。
/// </summary>
public void AnimationReset()
{
foreach (var serie in m_Series) serie.AnimationReset();
}
/// <summary>
/// 点击图例按钮
/// </summary>
/// <param name="legendIndex">图例按钮索引</param>
/// <param name="legendName">图例按钮名称</param>
/// <param name="show">显示还是隐藏</param>
public void ClickLegendButton(int legendIndex, string legendName, bool show)
{
OnLegendButtonClick(legendIndex, legendName, show);
RefreshChart();
}
/// <summary>
/// 坐标是否在图表范围内
/// </summary>
/// <param name="local"></param>
/// <returns></returns>
public bool IsInChart(Vector2 local)
{
return IsInChart(local.x, local.y);
}
public bool IsInChart(float x, float y)
{
if (x < m_ChartX || x > m_ChartX + m_ChartWidth ||
y < m_ChartY || y > m_ChartY + m_ChartHeight)
{
return false;
}
return true;
}
public void ClampInChart(ref Vector3 pos)
{
if (!IsInChart(pos.x, pos.y))
{
if (pos.x < m_ChartX) pos.x = m_ChartX;
if (pos.x > m_ChartX + m_ChartWidth) pos.x = m_ChartX + m_ChartWidth;
if (pos.y < m_ChartY) pos.y = m_ChartY;
if (pos.y > m_ChartY + m_ChartHeight) pos.y = m_ChartY + m_ChartHeight;
}
}
public Vector3 ClampInGrid(GridCoord grid, Vector3 pos)
{
if (grid.Contains(pos)) return pos;
else
{
// var pos = new Vector3(pos.x, pos.y);
if (pos.x < grid.context.x) pos.x = grid.context.x;
if (pos.x > grid.context.x + grid.context.width) pos.x = grid.context.x + grid.context.width;
if (pos.y < grid.context.y) pos.y = grid.context.y;
if (pos.y > grid.context.y + grid.context.height) pos.y = grid.context.y + grid.context.height;
return pos;
}
}
/// <summary>
/// 转换X轴和Y轴的配置
/// </summary>
/// <param name="index">坐标轴索引0或1</param>
public void CovertXYAxis(int index)
{
List<MainComponent> m_XAxes;
List<MainComponent> m_YAxes;
m_ComponentMaps.TryGetValue(typeof(XAxis), out m_XAxes);
m_ComponentMaps.TryGetValue(typeof(YAxis), out m_YAxes);
if (index >= 0 && index <= 1)
{
var xAxis = m_XAxes[index] as XAxis;
var yAxis = m_YAxes[index] as YAxis;
var tempX = xAxis.Clone();
xAxis.Copy(yAxis);
yAxis.Copy(tempX);
xAxis.context.offset = 0;
yAxis.context.offset = 0;
xAxis.context.minValue = 0;
xAxis.context.maxValue = 0;
yAxis.context.minValue = 0;
yAxis.context.maxValue = 0;
RefreshChart();
}
}
/// <summary>
/// 在下一帧刷新DataZoom
/// </summary>
public void RefreshDataZoom()
{
foreach (var handler in m_ComponentHandlers)
{
if (handler is DataZoomHandler)
{
(handler as DataZoomHandler).RefreshDataZoomLabel();
}
}
}
/// <summary>
/// 设置可缓存的最大数据量。当数据量超过该值时,会自动删除第一个值再加入最新值。
/// </summary>
public void SetMaxCache(int maxCache)
{
foreach (var serie in m_Series)
serie.maxCache = maxCache;
foreach (var component in m_Components)
{
if (component is Axis)
{
(component as Axis).maxCache = maxCache;
}
}
}
public Vector3 GetTitlePosition(Title title)
{
return chartPosition + title.location.GetPosition(chartWidth, chartHeight);
}
public int GetLegendRealShowNameIndex(string name)
{
return m_LegendRealShowName.IndexOf(name);
}
public Color32 GetLegendRealShowNameColor(string name)
{
var index = GetLegendRealShowNameIndex(name);
return theme.GetColor(index);
}
/// <summary>
/// 设置Base Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetBasePainterMaterial(Material material)
{
settings.basePainterMaterial = material;
if (m_Painter != null)
{
m_Painter.material = material;
}
}
/// <summary>
/// 设置Serie Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetSeriePainterMaterial(Material material)
{
settings.basePainterMaterial = material;
if (m_PainterList != null)
{
foreach (var painter in m_PainterList)
painter.material = material;
}
}
/// <summary>
/// 设置Top Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetTopPainterMaterial(Material material)
{
settings.topPainterMaterial = material;
if (m_PainterTop != null)
{
m_PainterTop.material = material;
}
}
public Color32 GetChartBackgroundColor()
{
var background = GetChartComponent<Background>();
return theme.GetBackgroundColor(background);
}
public Color32 GetItemColor(Serie serie, SerieData serieData, bool highlight = false)
{
var colorIndex = serieData == null || !serie.useDataNameForColor ?
GetLegendRealShowNameIndex(serie.legendName) :
GetLegendRealShowNameIndex(serieData.legendName);
return SerieHelper.GetItemColor(serie, serieData, m_Theme, colorIndex, highlight);
}
public Color32 GetItemColor(Serie serie, bool highlight = false)
{
return SerieHelper.GetItemColor(serie, null, m_Theme, serie.context.colorIndex, highlight);
}
}
}