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ChunilENG/Assets/WorkSpace/Personal/JYM/UI_BarChartData.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using WI;
using UnityEngine.EventSystems;
public class UI_BarChartData : UIBase
{
private TextMeshProUGUI CoolingTimeData;
private TextMeshProUGUI HoldingPressureTimeData;
private TextMeshProUGUI WeighingTimeData;
private TextMeshProUGUI ETCData;
public TextMeshProUGUI DateTime;
public Vector3 offset;
public override void AfterAwake()
{
SetActive(false);
}
public void SetData(BarChartData data, Vector3 topPosition)
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{
ShowUINextToClickedUI(topPosition);
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CoolingTimeData.SetText(ConvertFloatToString(data.coolingTime));
HoldingPressureTimeData.SetText(ConvertFloatToString(data.holdingPressureTime));
WeighingTimeData.SetText(ConvertFloatToString(data.weighingTime));
ETCData.SetText(ConvertFloatToString(data.etc));
DateTime.SetText(SplitString(data._time));
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}
private string ConvertFloatToString(float value)
{
float truncatedFloat = Mathf.Floor(value * 100f) / 100f;
return truncatedFloat.ToString() + " <20><>";
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}
private string SplitString(string value)
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{
var splitText_1 = value.Substring(0, value.IndexOf("T") + 1);
var splitText_2 = value.Substring(value.IndexOf("T") + 1).Trim();
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var lineBreakText = splitText_1 + "\n" + splitText_2;
return lineBreakText;
}
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void ShowUINextToClickedUI(Vector3 topPosition)
{
rectTransform.localPosition = new Vector2(topPosition.x + offset.x, offset.y);
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gameObject.SetActive(true);
}
}