작업 조건 분석 기능 개발
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101
Assets/Chart And Graph/Script/Candle Chart/WorldSpaceCandle.cs
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101
Assets/Chart And Graph/Script/Candle Chart/WorldSpaceCandle.cs
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#define Graph_And_Chart_PRO
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//using System;
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//using System.Collections.Generic;
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//using System.Linq;
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//using System.Text;
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//using UnityEngine;
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//namespace ChartAndGraph
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//{
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// class WorldSpaceCandle : MonoBehaviour, ICandleCreator
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// {
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// public GameObject Prefab = null;
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// GameObjectPool<ChartItem> mPooledCandles = new GameObjectPool<ChartItem>();
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// List<ChartItem> mCandles = new List<ChartItem>();
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// class CandleObject
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// {
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// public GameObject upper;
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// public GameObject lower;
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// public GameObject body;
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// }
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// GameObject CreatePrefab(Transform parent,float centerX, float fromY, float width, float toY)
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// {
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// GameObject obj = GameObject.Instantiate(Prefab);
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// ChartCommon.EnsureComponent<ChartItem>(obj);
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// obj.transform.SetParent((parent == null) ? transform : parent, true);
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// float centerY = (fromY + toY) * 0.5f;
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// float height = Mathf.Abs(fromY - toY);
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// obj.transform.position = new Vector3(centerX, centerY, 0f);
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// obj.transform.rotation = Quaternion.identity;
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// obj.transform.localScale = new Vector3(width * 2f, height, 1f);
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// return obj;
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// }
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// ChartItem CreateCandle(CandleChartData.CandleValue candle, CandleChartData.CandleSettings settings)
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// {
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// float max = (float)candle.Max;
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// float min = (float)candle.Min;
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// float midX = (float)(candle.Start + (candle.Duration * 0.5));
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// // float midY = (max + min) * 0.5f;
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// GameObject candleGameobj = ChartCommon.CreateChartItem();
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// candleGameobj.transform.SetParent(transform);
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// candleGameobj.transform.position = new Vector3(midX, 0f, 0f);
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// CandleObject candleObj = new CandleObject();
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// candleObj.upper = CreatePrefab(candleGameobj.transform,0f, (float)candle.High, (float)settings.LineThickness, max);
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// candleObj.lower = CreatePrefab(candleGameobj.transform,0f, (float)candle.Low, (float)settings.LineThickness, min);
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// candleObj.body = CreatePrefab(candleGameobj.transform,0f, min, (float)settings.CandleThicknessMultiplier, max);
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// SetMaterial(candleObj.upper, settings.Line);
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// SetMaterial(candleObj.lower, settings.Line);
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// SetMaterial(candleObj.body, settings.Fill);
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// ChartItem t = candleGameobj.GetComponent<ChartItem>();
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// t.TagData = candleObj;
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// return t;
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// }
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// void ClearCandles()
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// {
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// for(int i=0; i<mCandles.Count; i++)
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// {
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// if (mCandles[i] != null)
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// {
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// ChartCommon.SafeDestroy(mCandles[i].gameObject);
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// }
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// }
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// mCandles.Clear();
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// mPooledCandles.DestoryAll();
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// }
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// void SetMaterial(GameObject obj, Material mat)
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// {
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// Renderer rend = obj.GetComponent<Renderer>();
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// if (rend != null)
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// rend.material = mat;
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// }
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// public void Generate(CandleChart parent,Rect viewRect, IList<CandleChartData.CandleValue> value, CandleChartData.CandleSettings settings)
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// {
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// if ((parent is ICanvas))
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// {
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// Debug.LogWarning("prefab is meant not meant to be used with canvas candle chart");
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// return;
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// }
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// ClearCandles();
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// for (int i=0; i<value.Count; i++)
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// {
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// ChartItem candle = CreateCandle(value[i], settings);
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// mCandles.Add(candle);
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// }
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// }
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// }
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//}
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