UI update 02
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace XCharts.Runtime
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{
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public class SerieDataContext
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{
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public Vector3 labelPosition;
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public Vector3 labelLinePosition;
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public Vector3 labelLinePosition2;
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/// <summary>
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/// 开始角度
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/// </summary>
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public float startAngle;
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/// <summary>
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/// 结束角度
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/// </summary>
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public float toAngle;
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/// <summary>
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/// 一半时的角度
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/// </summary>
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public float halfAngle;
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/// <summary>
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/// 当前角度
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/// </summary>
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public float currentAngle;
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/// <summary>
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/// 饼图数据项的内半径
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/// </summary>
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public float insideRadius;
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/// <summary>
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/// 饼图数据项的偏移半径
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/// </summary>
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public float offsetRadius;
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public float outsideRadius;
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public Vector3 position;
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/// <summary>
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/// is the exchange animation end.
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/// ||交换动画是否结束。
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/// </summary>
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public bool exchangeEnd;
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/// <summary>
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/// the current position of the exchange animation.
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/// ||交换动画的当前位置。
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/// </summary>
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public Vector3 exchangePosition;
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private float exchangeStartTime;
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private Vector3 exchangeStartPosition;
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private Vector3 exchangeEndPosition;
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public List<Vector3> dataPoints = new List<Vector3>();
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public List<ChartLabel> dataLabels = new List<ChartLabel>();
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public List<SerieData> children = new List<SerieData>();
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/// <summary>
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/// 绘制区域。
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/// </summary>
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public Rect rect;
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public Rect backgroundRect;
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public Rect subRect;
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public int level;
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public SerieData parent;
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public Color32 color;
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public double area;
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public float angle;
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public Vector3 offsetCenter;
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public Vector3 areaCenter;
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public float stackHeight;
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public bool isClip;
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public bool canShowLabel = true;
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public Image symbol;
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/// <summary>
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/// Whether the data item is highlighted.
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/// ||该数据项是否被高亮,一般由鼠标悬停或图例悬停触发高亮。
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/// </summary>
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public bool highlight;
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public bool selected;
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/// <summary>
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/// the id of the node in the graph.
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/// ||图中节点的id。
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/// </summary>
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public string graphNodeId;
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public double inTotalValue;
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public double outTotalValue;
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public void Reset()
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{
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canShowLabel = true;
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highlight = false;
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parent = null;
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symbol = null;
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rect = Rect.zero;
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subRect = Rect.zero;
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exchangeEnd = true;
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exchangeStartPosition = Vector3.zero;
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exchangePosition = Vector3.zero;
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exchangeEndPosition = Vector3.zero;
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children.Clear();
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dataPoints.Clear();
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dataLabels.Clear();
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}
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public void UpdateExchangePosition(ref float x, ref float y, float totalTime)
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{
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if (exchangeEndPosition.x != x || exchangeEndPosition.y != y)
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{
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if (exchangeStartPosition == Vector3.zero || Time.time - exchangeStartTime < 0.1f)
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{
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exchangeEnd = true;
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exchangeStartTime = Time.time;
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exchangeEndPosition.x = x;
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exchangeEndPosition.y = y;
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exchangeStartPosition = exchangeEndPosition;
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exchangePosition = exchangeEndPosition;
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return;
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}
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else
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{
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exchangeEnd = false;
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exchangeStartTime = Time.time;
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exchangeStartPosition = exchangePosition;
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exchangeEndPosition.x = x;
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exchangeEndPosition.y = y;
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}
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}
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if (exchangeStartPosition == exchangeEndPosition)
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{
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exchangeEnd = true;
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exchangePosition = exchangeEndPosition;
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x = exchangePosition.x;
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y = exchangePosition.y;
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return;
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}
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var spendTime = Time.time - exchangeStartTime;
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totalTime /= 1000;
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if (spendTime >= totalTime)
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{
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exchangeEnd = true;
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exchangeStartPosition = exchangeEndPosition;
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exchangePosition = exchangeEndPosition;
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x = exchangePosition.x;
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y = exchangePosition.y;
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return;
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}
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exchangePosition = Vector3.Lerp(exchangeStartPosition, exchangeEndPosition, spendTime / totalTime);
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x = exchangePosition.x;
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y = exchangePosition.y;
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return;
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}
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}
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}
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