Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/Internal/Utilities/ChartDrawer.cs
Koha9 2d404cfdf2 Aimbot Enviroment very first
Basic environment include Multi scene, Reward Change, Visible chart, etc....
2022-09-05 20:46:08 +09:00

151 lines
6.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts.Runtime
{
public static class ChartDrawer
{
public static void DrawSymbol(VertexHelper vh, SymbolType type, float symbolSize, float tickness,
Vector3 pos, Color32 color, Color32 toColor, float gap, float[] cornerRadius,
Color32 emptyColor, Color32 backgroundColor, Color32 borderColor, float smoothness, Vector3 startPos)
{
switch (type)
{
case SymbolType.None:
break;
case SymbolType.Circle:
if (gap > 0)
{
UGL.DrawDoughnut(vh, pos, symbolSize, symbolSize + gap, backgroundColor, backgroundColor, color, smoothness);
}
else
{
if (tickness > 0)
UGL.DrawDoughnut(vh, pos, symbolSize, symbolSize + tickness, borderColor, borderColor, color, smoothness);
else
UGL.DrawCricle(vh, pos, symbolSize, color, toColor, smoothness);
}
break;
case SymbolType.EmptyCircle:
if (gap > 0)
{
UGL.DrawCricle(vh, pos, symbolSize + gap, backgroundColor, smoothness);
UGL.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, emptyColor, smoothness);
}
else
{
UGL.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, emptyColor, smoothness);
}
break;
case SymbolType.Rect:
if (gap > 0)
{
UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor);
UGL.DrawSquare(vh, pos, symbolSize, color, toColor);
}
else
{
if (tickness > 0)
{
UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
UGL.DrawBorder(vh, pos, symbolSize, symbolSize, tickness, borderColor, 0, cornerRadius);
}
else
UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
}
break;
case SymbolType.EmptyRect:
if (gap > 0)
{
UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor);
UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color);
}
else
{
UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color);
}
break;
case SymbolType.Triangle:
if (gap > 0)
{
UGL.DrawTriangle(vh, pos, symbolSize + gap, backgroundColor);
UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
}
else
{
UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
}
break;
case SymbolType.Diamond:
if (gap > 0)
{
UGL.DrawDiamond(vh, pos, symbolSize + gap, backgroundColor);
UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
}
else
{
UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
}
break;
case SymbolType.Arrow:
var arrowWidth = symbolSize * 2;
var arrowHeight = arrowWidth * 1.5f;
var arrowOffset = 0;
var arrowDent = arrowWidth / 3.3f;
UGL.DrawArrow(vh, startPos, pos, arrowWidth, arrowHeight,
arrowOffset, arrowDent, color);
break;
}
}
public static void DrawLineStyle(VertexHelper vh, LineStyle lineStyle, Vector3 startPos, Vector3 endPos,
Color32 defaultColor, float themeWidth, LineStyle.Type themeType)
{
var type = lineStyle.GetType(themeType);
var width = lineStyle.GetWidth(themeWidth);
var color = lineStyle.GetColor(defaultColor);
DrawLineStyle(vh, type, width, startPos, endPos, color, color);
}
public static void DrawLineStyle(VertexHelper vh, LineStyle lineStyle, Vector3 startPos, Vector3 endPos,
float themeWidth, LineStyle.Type themeType, Color32 defaultColor, Color32 defaultToColor)
{
var type = lineStyle.GetType(themeType);
var width = lineStyle.GetWidth(themeWidth);
var color = lineStyle.GetColor(defaultColor);
var toColor = ChartHelper.IsClearColor(defaultToColor) ? color : defaultToColor;
DrawLineStyle(vh, type, width, startPos, endPos, color, toColor);
}
public static void DrawLineStyle(VertexHelper vh, LineStyle.Type lineType, float lineWidth,
Vector3 startPos, Vector3 endPos, Color32 color)
{
DrawLineStyle(vh, lineType, lineWidth, startPos, endPos, color, color);
}
public static void DrawLineStyle(VertexHelper vh, LineStyle.Type lineType, float lineWidth,
Vector3 startPos, Vector3 endPos, Color32 color, Color32 toColor)
{
switch (lineType)
{
case LineStyle.Type.Dashed:
UGL.DrawDashLine(vh, startPos, endPos, lineWidth, color, toColor);
break;
case LineStyle.Type.Dotted:
UGL.DrawDotLine(vh, startPos, endPos, lineWidth, color, toColor);
break;
case LineStyle.Type.Solid:
UGL.DrawLine(vh, startPos, endPos, lineWidth, color, toColor);
break;
case LineStyle.Type.DashDot:
UGL.DrawDashDotLine(vh, startPos, endPos, lineWidth, color);
break;
case LineStyle.Type.DashDotDot:
UGL.DrawDashDotDotLine(vh, startPos, endPos, lineWidth, color);
break;
}
}
}
}