Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/XUGL/UGLExample.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

55 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XUGL
{
[ExecuteInEditMode]
public class UGLExample : MaskableGraphic
{
private float m_Width = 800;
private float m_Height = 800;
private Vector3 m_Center = Vector3.zero;
private Vector3 m_LeftTopPos = Vector3.zero;
private Color32 m_BackgroundColor = new Color32(224, 224, 224, 255);
private Color32 m_DrawColor = new Color32(255, 132, 142, 255);
private float[] m_BorderRadius = new float[] { 5, 5, 10, 10 };
protected override void Awake()
{
base.Awake();
var rectTransform = GetComponent<RectTransform>();
rectTransform.sizeDelta = new Vector2(500, 500);
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
rectTransform.pivot = new Vector2(0.5f, 0.5f);
m_Center = Vector3.zero;
m_LeftTopPos = new Vector3(-m_Width / 2, m_Height / 2);
}
protected override void OnPopulateMesh(VertexHelper vh)
{
Vector3 sp, cp, ep;
vh.Clear();
//背景边框
UGL.DrawSquare(vh, m_Center, m_Width / 2, m_BackgroundColor);
UGL.DrawBorder(vh, m_Center, m_Width, m_Height, 40, Color.green, Color.red, 0, m_BorderRadius, false, 1);
//点
UGL.DrawCricle(vh, m_LeftTopPos + new Vector3(20, -20), 10, m_DrawColor);
//直线
sp = new Vector3(m_LeftTopPos.x + 50, m_LeftTopPos.y - 20);
ep = new Vector3(m_LeftTopPos.x + 250, m_LeftTopPos.y - 20);
UGL.DrawLine(vh, sp, ep, 3, m_DrawColor);
//3点确定的折线
sp = new Vector3(m_LeftTopPos.x + 20, m_LeftTopPos.y - 100);
cp = new Vector3(m_LeftTopPos.x + 200, m_LeftTopPos.y - 40);
ep = new Vector3(m_LeftTopPos.x + 250, m_LeftTopPos.y - 80);
UGL.DrawLine(vh, sp, cp, ep, 5, m_DrawColor);
}
}
}