using System; using UnityEngine; using XUGL; namespace XCharts.Runtime { /// /// Grid component. /// |Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid. /// |网格组件。 /// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。 /// [Serializable] [ComponentHandler(typeof(GridCoordHandler), true)] public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer { [SerializeField] private bool m_Show = true; [SerializeField] private float m_Left = 0.1f; [SerializeField] private float m_Right = 0.08f; [SerializeField] private float m_Top = 0.22f; [SerializeField] private float m_Bottom = 0.12f; [SerializeField] private Color32 m_BackgroundColor; [SerializeField] private bool m_ShowBorder = false; [SerializeField] private float m_BorderWidth = 0f; [SerializeField] private Color32 m_BorderColor; public GridCoordContext context = new GridCoordContext(); /// /// Whether to show the grid in rectangular coordinate. /// |是否显示直角坐标系网格。 /// public bool show { get { return m_Show; } set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); } } /// /// Distance between grid component and the left side of the container. /// |grid 组件离容器左侧的距离。 /// public float left { get { return m_Left; } set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); } } /// /// Distance between grid component and the right side of the container. /// |grid 组件离容器右侧的距离。 /// public float right { get { return m_Right; } set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); } } /// /// Distance between grid component and the top side of the container. /// |grid 组件离容器上侧的距离。 /// public float top { get { return m_Top; } set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); } } /// /// Distance between grid component and the bottom side of the container. /// |grid 组件离容器下侧的距离。 /// public float bottom { get { return m_Bottom; } set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); } } /// /// Background color of grid, which is transparent by default. /// |网格背景色,默认透明。 /// public Color32 backgroundColor { get { return m_BackgroundColor; } set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); } } /// /// Whether to show the grid border. /// |是否显示网格边框。 /// public bool showBorder { get { return m_ShowBorder; } set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); } } /// /// Border width of grid. /// |网格边框宽。 /// public float borderWidth { get { return m_BorderWidth; } set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); } } /// /// The color of grid border. /// |网格边框颜色。 /// public Color32 borderColor { get { return m_BorderColor; } set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); } } public bool IsPointerEnter() { return context.isPointerEnter; } 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.x = chartX + context.left; context.y = chartY + context.bottom; context.width = chartWidth - context.left - context.right; context.height = chartHeight - context.top - context.bottom; context.position = new Vector3(context.x, context.y); context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2); } public bool Contains(Vector3 pos) { return Contains(pos.x, pos.y); } public bool Contains(float x, float y) { if (x < context.x - 1 || x > context.x + context.width + 1 || y < context.y - 1 || y > context.y + context.height + 1) { return false; } return true; } /// /// 给定的线段和Grid边界的交点 /// /// /// /// public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point) { if (Contains(sp) && Contains(ep)) { point = ep; return false; } var lb = new Vector3(context.x, context.y); var lt = new Vector3(context.x, context.y + context.height); var rt = new Vector3(context.x + context.width, context.y + context.height); var rb = new Vector3(context.x + context.width, context.y); if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point)) return true; if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point)) return true; if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point)) return true; if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point)) return true; return false; } } }