| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337 | using System;using System.Collections.Generic;using UnityEngine;using XUGL;namespace XCharts.Runtime{    /// <summary>    /// 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。    /// </summary>    [Serializable]    [ComponentHandler(typeof(GridCoordHandler), true)]    public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer    {        [SerializeField] private bool m_Show = true;        [SerializeField][Since("v3.8.0")] private int m_LayoutIndex = -1;        [SerializeField] private float m_Left = 0.11f;        [SerializeField] private float m_Right = 0.08f;        [SerializeField] private float m_Top = 0.22f;        [SerializeField] private float m_Bottom = 0.14f;        [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();        /// <summary>        /// Whether to show the grid in rectangular coordinate.        /// ||是否显示直角坐标系网格。        /// </summary>        public bool show        {            get { return m_Show; }            set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }        }        /// <summary>        /// The index of the grid layout component to which the grid belongs.         /// The default is -1, which means that it does not belong to any grid layout component.         /// When this value is set, the left, right, top, and bottom properties will be invalid.        /// ||网格所属的网格布局组件的索引。默认为-1,表示不属于任何网格布局组件。当设置了该值时,left、right、top、bottom属性将失效。        /// </summary>        public int layoutIndex        {            get { return m_LayoutIndex; }            set { if (PropertyUtil.SetStruct(ref m_LayoutIndex, value)) SetVerticesDirty(); }        }        /// <summary>        /// Distance between grid component and the left side of the container.        /// ||grid 组件离容器左侧的距离。        /// </summary>        public float left        {            get { return m_Left; }            set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }        }        /// <summary>        /// Distance between grid component and the right side of the container.        /// ||grid 组件离容器右侧的距离。        /// </summary>        public float right        {            get { return m_Right; }            set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }        }        /// <summary>        /// Distance between grid component and the top side of the container.        /// ||grid 组件离容器上侧的距离。        /// </summary>        public float top        {            get { return m_Top; }            set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }        }        /// <summary>        /// Distance between grid component and the bottom side of the container.        /// ||grid 组件离容器下侧的距离。        /// </summary>        public float bottom        {            get { return m_Bottom; }            set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }        }        /// <summary>        /// Background color of grid, which is transparent by default.        /// ||网格背景色,默认透明。        /// </summary>        public Color32 backgroundColor        {            get { return m_BackgroundColor; }            set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }        }        /// <summary>        ///  Whether to show the grid border.        /// ||是否显示网格边框。        /// </summary>        public bool showBorder        {            get { return m_ShowBorder; }            set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); }        }        /// <summary>        /// Border width of grid.        /// ||网格边框宽。        /// </summary>        public float borderWidth        {            get { return m_BorderWidth; }            set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); }        }        /// <summary>        /// The color of grid border.        /// ||网格边框颜色。        /// </summary>        public Color32 borderColor        {            get { return m_BorderColor; }            set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); }        }        public void UpdateRuntimeData(BaseChart chart)        {            var chartX = chart.chartX;            var chartY = chart.chartY;            var chartWidth = chart.chartWidth;            var chartHeight = chart.chartHeight;            if (layoutIndex >= 0)            {                var layout = chart.GetChartComponent<GridLayout>(layoutIndex);                if (layout != null)                {                    layout.UpdateRuntimeData(chart);                    layout.UpdateGridContext(index, ref chartX, ref chartY, ref chartWidth, ref chartHeight);                }            }            var actualLeft = left <= 1 ? left * chartWidth : left;            var actualBottom = bottom <= 1 ? bottom * chartHeight : bottom;            var actualTop = top <= 1 ? top * chartHeight : top;            var actualRight = right <= 1 ? right * chartWidth : right;            context.x = chartX + actualLeft;            context.y = chartY + actualBottom;            context.width = chartWidth - actualLeft - actualRight;            context.height = chartHeight - actualTop - actualBottom;            context.position = new Vector3(context.x, context.y);            context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2);        }        /// <summary>        /// Whether the pointer is in the grid.        /// ||指针是否在网格内。        /// </summary>        /// <returns></returns>        public bool IsPointerEnter()        {            return context.isPointerEnter;        }        /// <summary>        /// Whether the given position is in the grid.        /// ||给定的位置是否在网格内。        /// </summary>        /// <param name="pos"></param>        /// <returns></returns>        public bool Contains(Vector3 pos)        {            return Contains(pos.x, pos.y);        }        /// <summary>        /// Whether the given position is in the grid.        /// ||给定的位置是否在网格内。        /// </summary>        /// <param name="pos"></param>        /// <param name="isYAxis"></param>        /// <returns></returns>        [Since("v3.7.0")]        public bool Contains(Vector3 pos, bool isYAxis)        {            return isYAxis ? ContainsY(pos.y) : ContainsX(pos.x);        }        /// <summary>        /// Whether the given position is in the grid.        /// ||给定的位置是否在网格内。        /// </summary>        /// <param name="x"></param>        /// <param name="y"></param>        /// <returns></returns>        public bool Contains(float x, float y)        {            return ContainsX(x) && ContainsY(y);        }        /// <summary>        /// Whether the given x is in the grid.        /// ||给定的x是否在网格内。        /// </summary>        /// <param name="x"></param>        /// <returns></returns>        [Since("v3.7.0")]        public bool ContainsX(float x)        {            return x >= context.x - 0.01f && x <= context.x + context.width + 0.01f;        }        /// <summary>        /// Whether the given y is in the grid.        /// ||给定的y是否在网格内。        /// </summary>        /// <param name="y"></param>        /// <returns></returns>        [Since("v3.7.0")]        public bool ContainsY(float y)        {            return y >= context.y - 0.01f && y <= context.y + context.height + 0.01f;        }        /// <summary>        /// Clamp the position of pos to the grid.        /// ||将位置限制在网格内。        /// </summary>        /// <param name="pos"></param>        [Since("v3.7.0")]        public void Clamp(ref Vector3 pos)        {            ClampX(ref pos);            ClampY(ref pos);        }        /// <summary>        /// Clamp the x position of pos to the grid.        /// ||将位置的X限制在网格内。        /// </summary>        /// <param name="pos"></param>        [Since("v3.7.0")]        public void ClampX(ref Vector3 pos)        {            if (pos.x < context.x) pos.x = context.x;            else if (pos.x > context.x + context.width) pos.x = context.x + context.width;        }        /// <summary>        /// Clamp the y position of pos to the grid.        /// ||将位置的Y限制在网格内。        /// </summary>        /// <param name="pos"></param>        [Since("v3.7.0")]        public void ClampY(ref Vector3 pos)        {            if (pos.y < context.y) pos.y = context.y;            else if (pos.y > context.y + context.height) pos.y = context.y + context.height;        }        /// <summary>        /// Determines whether a given line segment will not intersect the Grid boundary at all.        /// ||判断给定的线段是否与Grid边界是否完全不会相交。        /// </summary>        /// <param name="sp"></param>        /// <param name="ep"></param>        /// <returns></returns>        [Since("v3.10.0")]         public bool NotAnyIntersect(Vector3 sp, Vector3 ep)        {            if (sp.x < context.x && ep.x < context.x)                return true;            if (sp.x > context.x + context.width && ep.x > context.x + context.width)                return true;            if (sp.y < context.y && ep.y < context.y)                return true;            if (sp.y > context.y + context.height && ep.y > context.y + context.height)                return true;            return false;        }        /// <summary>        /// 给定的线段和Grid边界的交点        /// </summary>        /// <param name="sp"></param>        /// <param name="ep"></param>        /// <returns></returns>        public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point)        {            if (Contains(sp) && Contains(ep))                return false;            if (sp.x < context.x && ep.x < context.x)                return false;            if (sp.x > context.x + context.width && ep.x > context.x + context.width)                return false;            if (sp.y < context.y && ep.y < context.y)                return false;            if (sp.y > context.y + context.height && ep.y > context.y + context.height)                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;        }        /// <summary>        /// 给定的线段和Grid边界的交点        /// </summary>        /// <param name="sp"></param>        /// <param name="ep"></param>        /// <returns></returns>        public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref List<Vector3> point)        {            if (Contains(sp) && Contains(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);            var flag = false;            if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))                flag = true;            if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))                flag = true;            if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))                flag = true;            if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))                flag = true;            return flag;        }    }}
 |