작업 조건 분석 기능 개발
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9
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90
Assets/Chart And Graph/Tutorials/Bar/BarRunChart.cs
Normal file
90
Assets/Chart And Graph/Tutorials/Bar/BarRunChart.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using ChartAndGraph;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
public class BarRunChart : MonoBehaviour
|
||||
{
|
||||
|
||||
class RunChartEntry
|
||||
{
|
||||
public RunChartEntry(string name,double amount)
|
||||
{
|
||||
Name = name;
|
||||
Amount = amount;
|
||||
}
|
||||
public string Name;
|
||||
public double Amount;
|
||||
}
|
||||
|
||||
public float switchTime = 0.1f;
|
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float switchTimeCounter =0f;
|
||||
|
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List<RunChartEntry> mEntries = new List<RunChartEntry>();
|
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public Material SourceMaterial;
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
switchTimeCounter = switchTime;
|
||||
|
||||
var bar = GetComponent<BarChart>();
|
||||
bar.TransitionTimeBetaFeature = switchTime;
|
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bar.DataSource.ClearCategories();
|
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|
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bar.DataSource.AddGroup("Default");
|
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|
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// generate a random run chart
|
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|
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{
|
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string categoryName = "Item " + i;
|
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mEntries.Add(new RunChartEntry(categoryName, UnityEngine.Random.value * 10));
|
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Material mat = new Material(SourceMaterial);
|
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mat.color = new Color(
|
||||
UnityEngine.Random.Range(0f, 1f),
|
||||
UnityEngine.Random.Range(0f, 1f),
|
||||
UnityEngine.Random.Range(0f, 1f)
|
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);
|
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bar.DataSource.AddCategory(categoryName, mat);
|
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}
|
||||
|
||||
|
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}
|
||||
|
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void AddValuesToCategories()
|
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{
|
||||
|
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for (int i = 0; i < mEntries.Count; i++)
|
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{
|
||||
mEntries[i].Amount += UnityEngine.Random.Range(-0.3f, 0.3f);
|
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}
|
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}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// changes are timed
|
||||
switchTimeCounter -= Time.deltaTime;
|
||||
if (switchTimeCounter < 0f)
|
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{
|
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switchTimeCounter = switchTime;
|
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var bar = GetComponent<BarChart>();
|
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//position the categories according to the currently displayed values
|
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for (int i = 0; i < mEntries.Count; i++)
|
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{
|
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bar.DataSource.MoveCategory(mEntries[i].Name, i);
|
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}
|
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// add the changes
|
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AddValuesToCategories();
|
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// sort the changes
|
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mEntries.Sort((x, y) => (int)Math.Sign(x.Amount - y.Amount));
|
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// animate the transition to the next values
|
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for (int i = 0; i < mEntries.Count; i++)
|
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{
|
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|
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bar.DataSource.SlideValue(mEntries[i].Name, "Default", mEntries[i].Amount, switchTime);
|
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}
|
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|
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}
|
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}
|
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}
|
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12
Assets/Chart And Graph/Tutorials/Bar/BarRunChart.cs.meta
Normal file
12
Assets/Chart And Graph/Tutorials/Bar/BarRunChart.cs.meta
Normal file
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47
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.cs
Normal file
47
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
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using System.Collections;
|
||||
using ChartAndGraph;
|
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|
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public class ChangeOrder : MonoBehaviour {
|
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|
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public float slideTime = 5f;
|
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public float switchTime = 7f;
|
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float timeCounter = 1f;
|
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float switchTimeCounter = 0.3f;
|
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|
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// Use this for initialization
|
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void Start ()
|
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{
|
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timeCounter = 0f;
|
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switchTimeCounter = switchTime;
|
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}
|
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|
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// Update is called once per frame
|
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void Update ()
|
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{
|
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timeCounter -= Time.deltaTime;
|
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switchTimeCounter -= Time.deltaTime;
|
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if(switchTimeCounter < 0f)
|
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{
|
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switchTimeCounter = switchTime;
|
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var bar = GetComponent<BarChart>();
|
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bar.DataSource.SwitchCategoryPositions("Category 1", "Category 2");
|
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}
|
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if (timeCounter < 0f)
|
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{
|
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var bar = GetComponent<BarChart>();
|
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timeCounter = slideTime;
|
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for (int i = 1; i <= 3; i++)
|
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{
|
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string cat = "Category " + i;
|
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for (int j = 1; j <= 3; j++)
|
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{
|
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string grp = "Group " + j;
|
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bar.DataSource.SlideValue(cat, grp, Random.value * 10f, slideTime);
|
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}
|
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}
|
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}
|
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|
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}
|
||||
}
|
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12
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.cs.meta
Normal file
12
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.cs.meta
Normal file
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1201
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.unity
Normal file
1201
Assets/Chart And Graph/Tutorials/Bar/ChangeOrder.unity
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,8 @@
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1201
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29
Assets/Chart And Graph/Tutorials/Bar/barMaterialSelection.cs
Normal file
29
Assets/Chart And Graph/Tutorials/Bar/barMaterialSelection.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using ChartAndGraph;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class barMaterialSelection : MonoBehaviour
|
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{
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public BarChart bar;
|
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// Start is called before the first frame update
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void Start()
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{
|
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bar.BarClicked.AddListener(BarClicked);
|
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}
|
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|
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void BarClicked(BarChart.BarEventArgs args)
|
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{
|
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var sel = bar.GetComponent<masterBarSelection>();
|
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if (sel != null)
|
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{
|
||||
sel.ToogleBar(args.Category, args.Group);
|
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}
|
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}
|
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// Update is called once per frame
|
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void Update()
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{
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}
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}
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9
Assets/Chart And Graph/Tutorials/Bubble Graph.meta
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9
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#define Graph_And_Chart_PRO
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using UnityEngine;
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namespace ChartAndGraph
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{
|
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class BubbleGraphFeed : MonoBehaviour
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{
|
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string[] items = new string[] { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K" };
|
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void Start()
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{
|
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|
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GraphChartBase graph = GetComponent<GraphChartBase>();
|
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if (graph != null)
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{
|
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|
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// graph.DataSource.StartBatch();
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graph.DataSource.ClearCategory("Player 1");
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graph.DataSource.ClearCategory("Player 2");
|
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for (int i = 0; i < 10; i++)
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{
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GraphData.AddPointToCategoryWithLabel(graph, "Player 1", Random.value * 10f, Random.value * 10f, Random.value * 3f, items[i], i.ToString());
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// graph.DataSource.AddPointToCategory("Player 1", Random.value * 10f, Random.value * 10f, Random.value *3f);
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// graph.DataSource.AddPointToCategory("Player 2", Random.value * 10f, Random.value * 10f, Random.value *3f);
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}
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// graph.DataSource.EndBatch();
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}
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}
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9
Assets/Chart And Graph/Tutorials/Candle.meta
Normal file
9
Assets/Chart And Graph/Tutorials/Candle.meta
Normal file
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42
Assets/Chart And Graph/Tutorials/Candle/CandleChartFeed.cs
Normal file
42
Assets/Chart And Graph/Tutorials/Candle/CandleChartFeed.cs
Normal file
@@ -0,0 +1,42 @@
|
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#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
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using ChartAndGraph;
|
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|
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/// <summary>
|
||||
/// this tutorial follows the same pattern the graph tutorial goes. The only diffrence is that candle values are used.
|
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/// the values are in the follwing order : open high low close , start time , time durtaion
|
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/// </summary>
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public class CandleChartFeed : MonoBehaviour
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{
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float time = 3f;
|
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float x = 10f;
|
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|
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void Start()
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{
|
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CandleChart candle = GetComponent<CandleChart>();
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if (candle != null)
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{
|
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candle.DataSource.StartBatch();
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candle.DataSource.ClearCategory("Player 1");
|
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for (int i = 0; i < 30; i++)
|
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{
|
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candle.DataSource.AddCandleToCategory("Player 1", new CandleChartData.CandleValue(Random.Range(5f, 10f), Random.Range(10f, 15f), Random.Range(0f, 5f), Random.Range(5f, 10f), i * 10f / 30f, Random.value * 10f / 30f));
|
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}
|
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|
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candle.DataSource.EndBatch();
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}
|
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}
|
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|
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private void Update()
|
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{
|
||||
time -= Time.deltaTime;
|
||||
if (time <= 0)
|
||||
{
|
||||
time = 3f;
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x += 0.3f;
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CandleChart candle = GetComponent<CandleChart>();
|
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candle.DataSource.AddCandleToCategory("Player 1", new CandleChartData.CandleValue(Random.Range(5f, 10f), Random.Range(10f, 15f), Random.Range(0f, 5f), Random.Range(5f, 10f), x, Random.value * 10f / 30f), 1f);
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1007
Assets/Chart And Graph/Tutorials/Candle/candle.unity
Normal file
1007
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Normal file
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Assets/Chart And Graph/Tutorials/EditableGraph.meta
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1851
Assets/Chart And Graph/Tutorials/EditableGraph/Editable.unity
Normal file
1851
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119
Assets/Chart And Graph/Tutorials/EditableGraph/GraphEditable.cs
Normal file
119
Assets/Chart And Graph/Tutorials/EditableGraph/GraphEditable.cs
Normal file
@@ -0,0 +1,119 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using ChartAndGraph;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GraphEditable : MonoBehaviour
|
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{
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public GraphChart Graph;
|
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public string Category;
|
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public RectTransform LastPoint;
|
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List<DoubleVector3> mDataArray = new List<DoubleVector3>();
|
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const double MaxDistSqr = 0.025 * 0.025;
|
||||
int mMovingPoint = -1;
|
||||
int mLastMovingPoint = -1;
|
||||
void Start()
|
||||
{
|
||||
if (Graph != null)
|
||||
{
|
||||
Graph.OnRedraw.AddListener(Redraw);
|
||||
}
|
||||
}
|
||||
|
||||
void Redraw()
|
||||
{
|
||||
if (mLastMovingPoint < 0)
|
||||
{
|
||||
if (LastPoint != null)
|
||||
{
|
||||
if (LastPoint.gameObject.activeSelf)
|
||||
LastPoint.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var last = mDataArray[mLastMovingPoint];
|
||||
Vector3 pos;
|
||||
if (Graph.PointToWorldSpace(out pos, last.x, last.y, Category))
|
||||
{
|
||||
if (LastPoint != null)
|
||||
{
|
||||
if (LastPoint.gameObject.activeSelf == false)
|
||||
LastPoint.gameObject.SetActive(true);
|
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LastPoint.transform.position = pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int FindNearPoint(DoubleVector3 position)
|
||||
{
|
||||
int minDist = -1;
|
||||
double currentMinDist = double.PositiveInfinity;
|
||||
for(int i=0; i<mDataArray.Count; i++)
|
||||
{
|
||||
DoubleVector3 diff = mDataArray[i] - position;
|
||||
diff.x /= Graph.DataSource.HorizontalViewSize;
|
||||
diff.y /= Graph.DataSource.VerticalViewSize;
|
||||
double sqrDist = (diff.x * diff.x) + (diff.y * diff.y);
|
||||
|
||||
if(sqrDist< MaxDistSqr && sqrDist<currentMinDist)
|
||||
{
|
||||
currentMinDist = sqrDist;
|
||||
minDist = i;
|
||||
}
|
||||
}
|
||||
return minDist;
|
||||
}
|
||||
int InsertPoint(DoubleVector3 point)
|
||||
{
|
||||
int index = 0;
|
||||
for(; index < mDataArray.Count; index++)
|
||||
{
|
||||
if (point.x <= mDataArray[index].x)
|
||||
break;
|
||||
}
|
||||
mDataArray.Insert(index, point);
|
||||
return index;
|
||||
}
|
||||
// Update is called once per frame
|
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void Update()
|
||||
{
|
||||
Vector2 mousePos = Input.mousePosition;
|
||||
double x, y;
|
||||
Graph.PointToClient(mousePos, out x, out y);
|
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DoubleVector3 mouseChartPos = new DoubleVector3(x, y, 0);
|
||||
if (Input.GetMouseButtonDown(0))
|
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{
|
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mMovingPoint = FindNearPoint(mouseChartPos);
|
||||
if(mMovingPoint == -1)
|
||||
mMovingPoint = InsertPoint(mouseChartPos);
|
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mLastMovingPoint = mMovingPoint;
|
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}
|
||||
else if (Input.GetMouseButtonUp(0))
|
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{
|
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mMovingPoint = -1;
|
||||
}
|
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if(Input.GetKeyDown(KeyCode.Delete))
|
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{
|
||||
if(mLastMovingPoint >= 0)
|
||||
{
|
||||
mDataArray.RemoveAt(mLastMovingPoint);
|
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mLastMovingPoint = -1;
|
||||
mMovingPoint = -1;
|
||||
}
|
||||
}
|
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if(mMovingPoint != -1)
|
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{
|
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DoubleVector3 ClampedMousePos = mouseChartPos;
|
||||
if (mMovingPoint > 0)
|
||||
ClampedMousePos.x = Math.Max(mDataArray[mMovingPoint - 1].x,ClampedMousePos.x);
|
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if (mMovingPoint + 1 < mDataArray.Count)
|
||||
ClampedMousePos.x = Math.Min(mDataArray[mMovingPoint + 1].x, ClampedMousePos.x);
|
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mDataArray[mMovingPoint] = ClampedMousePos;
|
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}
|
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Graph.DataSource.SetCategoryArray(Category, mDataArray, 0, mDataArray.Count);
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}
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}
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9
Assets/Chart And Graph/Tutorials/Graph.meta
Normal file
9
Assets/Chart And Graph/Tutorials/Graph.meta
Normal file
@@ -0,0 +1,9 @@
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43
Assets/Chart And Graph/Tutorials/Graph/CurveAnimation.cs
Normal file
43
Assets/Chart And Graph/Tutorials/Graph/CurveAnimation.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
||||
using ChartAndGraph;
|
||||
using System.Collections;
|
||||
|
||||
public class CurveAnimation : MonoBehaviour
|
||||
{
|
||||
void Start ()
|
||||
{
|
||||
GraphChartBase graph = GetComponent<GraphChartBase>();
|
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if (graph != null)
|
||||
{
|
||||
|
||||
graph.Scrollable = false;
|
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graph.HorizontalValueToStringMap[0.0] = "Zero"; // example of how to set custom axis strings
|
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graph.DataSource.StartBatch();
|
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graph.DataSource.ClearCategory("Player 1");
|
||||
graph.DataSource.ClearAndMakeBezierCurve("Player 2");
|
||||
|
||||
for (int i = 0; i <5; i++)
|
||||
{
|
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graph.DataSource.AddPointToCategory("Player 1",i*5,Random.value*10f + 20f);
|
||||
if (i == 0)
|
||||
graph.DataSource.SetCurveInitialPoint("Player 2",i*5, Random.value * 10f + 10f);
|
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else
|
||||
graph.DataSource.AddLinearCurveToCategory("Player 2",
|
||||
new DoubleVector2(i*5 , Random.value * 10f + 10f));
|
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}
|
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graph.DataSource.MakeCurveCategorySmooth("Player 2");
|
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graph.DataSource.EndBatch();
|
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graph.DataSource.AnimateCurve("Player 2", 1.0f);
|
||||
}
|
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// StartCoroutine(ClearAll());
|
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}
|
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|
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IEnumerator ClearAll()
|
||||
{
|
||||
yield return new WaitForSeconds(5f);
|
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GraphChartBase graph = GetComponent<GraphChartBase>();
|
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|
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graph.DataSource.Clear();
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}
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41
Assets/Chart And Graph/Tutorials/Graph/GraphChartFeed.cs
Normal file
41
Assets/Chart And Graph/Tutorials/Graph/GraphChartFeed.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
||||
using ChartAndGraph;
|
||||
using System.Collections;
|
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|
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public class GraphChartFeed : MonoBehaviour
|
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{
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void Start ()
|
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{
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GraphChartBase graph = GetComponent<GraphChartBase>();
|
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if (graph != null)
|
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{
|
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graph.Scrollable = false;
|
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graph.HorizontalValueToStringMap[0.0] = "Zero"; // example of how to set custom axis strings
|
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graph.DataSource.StartBatch();
|
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graph.DataSource.ClearCategory("Player 1");
|
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graph.DataSource.ClearAndMakeBezierCurve("Player 2");
|
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|
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for (int i = 0; i <5; i++)
|
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{
|
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graph.DataSource.AddPointToCategory("Player 1",i*5,Random.value*10f + 20f);
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if (i == 0)
|
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graph.DataSource.SetCurveInitialPoint("Player 2",i*5, Random.value * 10f + 10f);
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else
|
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graph.DataSource.AddLinearCurveToCategory("Player 2",
|
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new DoubleVector2(i*5 , Random.value * 10f + 10f));
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}
|
||||
graph.DataSource.MakeCurveCategorySmooth("Player 2");
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graph.DataSource.EndBatch();
|
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}
|
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// StartCoroutine(ClearAll());
|
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}
|
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|
||||
IEnumerator ClearAll()
|
||||
{
|
||||
yield return new WaitForSeconds(5f);
|
||||
GraphChartBase graph = GetComponent<GraphChartBase>();
|
||||
|
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graph.DataSource.Clear();
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}
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993
Assets/Chart And Graph/Tutorials/Graph/curveAnimation.unity
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993
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9
Assets/Chart And Graph/Tutorials/Large Data Graph.meta
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9
Assets/Chart And Graph/Tutorials/Large Data Graph.meta
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#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
||||
using ChartAndGraph;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
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public partial class LargeDataFeed
|
||||
{
|
||||
public int RealtimeDownSampleCount = 10;
|
||||
int currentDownSampleCount = 0;
|
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DoubleVector3 DownSampleSum = new DoubleVector3();
|
||||
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partial void OnDataLoaded()
|
||||
{
|
||||
RestartDownSampleCount();
|
||||
}
|
||||
|
||||
public void AppendRealtimeWithDownSampling(double x, double y, double slideTime = 0f)
|
||||
{
|
||||
if (graph == null)
|
||||
return;
|
||||
bool show = graph.AutoScrollHorizontally;
|
||||
if (mData.Count == 0)
|
||||
show = true;
|
||||
else
|
||||
{
|
||||
double viewX = mData[mData.Count - 1].x;
|
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double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
|
||||
double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
|
||||
if (viewX >= pageStartThreshold && viewX <= pageEndThreshold)
|
||||
show = true;
|
||||
}
|
||||
var v = new DoubleVector2(x, y);
|
||||
mData.Add(v);
|
||||
if (show)
|
||||
{
|
||||
if (currentDownSampleCount >= RealtimeDownSampleCount)
|
||||
{
|
||||
RestartDownSampleCount();
|
||||
graph.DataSource.AddPointToCategoryRealtime(Category, x, y, slideTime);
|
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}
|
||||
DownSampleSum += v.ToDoubleVector3();
|
||||
currentDownSampleCount++;
|
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var avarage = DownSampleSum * 1.0 / (double)currentDownSampleCount;
|
||||
if(currentDownSampleCount != 1)
|
||||
graph.DataSource.UpdateLastPointInCategoryRealtime(Category, avarage.x, avarage.y, slideTime);
|
||||
}
|
||||
else
|
||||
RestartDownSampleCount();
|
||||
}
|
||||
|
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void RestartDownSampleCount()
|
||||
{
|
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currentDownSampleCount = 0;
|
||||
DownSampleSum = new DoubleVector3();
|
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}
|
||||
|
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public void AppendPointRealtime(double x, double y, double slideTime = 0f)
|
||||
{
|
||||
if (graph == null)
|
||||
return;
|
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bool show = graph.AutoScrollHorizontally;
|
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if (mData.Count == 0)
|
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show = true;
|
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else
|
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{
|
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double viewX = mData[mData.Count - 1].x;
|
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double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
|
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double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
|
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if (viewX >= pageStartThreshold && viewX <= pageEndThreshold)
|
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show = true;
|
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}
|
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mData.Add(new DoubleVector2(x, y));
|
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if (show)
|
||||
{
|
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mSlideEndThreshold = x;
|
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graph.DataSource.AddPointToCategoryRealtime(Category, x, y, slideTime);
|
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}
|
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}
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}
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assetBundleName:
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@@ -0,0 +1,325 @@
|
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#define Graph_And_Chart_PRO
|
||||
using UnityEngine;
|
||||
using ChartAndGraph;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
public partial class LargeDataFeed : MonoBehaviour, IComparer<DoubleVector2>
|
||||
{
|
||||
public string Category = "Player 1";
|
||||
public int DownSampleToPoints = 100;
|
||||
List<DoubleVector2> mData = new List<DoubleVector2>(); // the data held by the chart
|
||||
double pageSize = 2f;
|
||||
double currentPagePosition = 0.0;
|
||||
double currentZoom = 0f;
|
||||
GraphChartBase graph;
|
||||
double mCurrentPageSizeFactor = double.NegativeInfinity;
|
||||
public bool LoadExample = true;
|
||||
public bool ControlViewPortion = false;
|
||||
double? mSlideEndThreshold = null;
|
||||
int mStart = 0;
|
||||
[HideInInspector]
|
||||
public GraphChartBase AlternativeGraph = null;
|
||||
void Start()
|
||||
{
|
||||
graph = GetComponent<GraphChartBase>();
|
||||
if (AlternativeGraph != null)
|
||||
graph = AlternativeGraph;
|
||||
if (LoadExample)
|
||||
SetInitialData();
|
||||
else
|
||||
SetData(mData);
|
||||
}
|
||||
|
||||
public DoubleVector2 GetLastPoint()
|
||||
{
|
||||
if (mData.Count == 0)
|
||||
return new DoubleVector2();
|
||||
return mData[mData.Count - 1];
|
||||
}
|
||||
/// <summary>
|
||||
/// called with Start(). These will be used to load the data into the large data feed. You should replace this with your own loading logic.
|
||||
/// </summary>
|
||||
void SetInitialData()
|
||||
{
|
||||
List<DoubleVector2> data = new List<DoubleVector2>(250000);
|
||||
double x = 0f;
|
||||
double y = 200f;
|
||||
for (int i = 0; i < 25000; i++) // initialize with random data
|
||||
{
|
||||
data.Add(new DoubleVector2(x, y));
|
||||
y += UnityEngine.Random.value * 10f - 5f;
|
||||
x += UnityEngine.Random.value;
|
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}
|
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SetData(data);
|
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}
|
||||
|
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public void SaveToFile(string path)
|
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{
|
||||
using (StreamWriter file = new StreamWriter(path))
|
||||
{
|
||||
file.WriteLine(mData.Count);
|
||||
for (int i = 0; i < mData.Count; i++)
|
||||
{
|
||||
DoubleVector2 item = mData[i];
|
||||
file.WriteLine(item.x);
|
||||
file.WriteLine(item.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void LoadFromFile(string path)
|
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{
|
||||
try
|
||||
{
|
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List<DoubleVector2> data = new List<DoubleVector2>();
|
||||
using (StreamReader file = new StreamReader(path))
|
||||
{
|
||||
int count = int.Parse(file.ReadLine());
|
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for (int i = 0; i < count; i++)
|
||||
{
|
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double x = double.Parse(file.ReadLine());
|
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double y = double.Parse(file.ReadLine());
|
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data.Add(new DoubleVector2(x, y));
|
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}
|
||||
}
|
||||
SetData(data);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
throw new Exception("Invalid file format");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// vertify's that the graph data is sorted so it can be searched using a binary search.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
bool VerifySorted(List<DoubleVector2> data)
|
||||
{
|
||||
if (data == null)
|
||||
return true;
|
||||
for (int i = 1; i < data.Count; i++)
|
||||
{
|
||||
if (data[i].x < data[i - 1].x)
|
||||
return false;
|
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}
|
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return true;
|
||||
}
|
||||
|
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partial void OnDataLoaded();
|
||||
/// <summary>
|
||||
/// set the data of the large data graph
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
public void SetData(List<DoubleVector2> data)
|
||||
{
|
||||
if (data == null)
|
||||
data = new List<DoubleVector2>(); // set up an empty list instead of null
|
||||
if (VerifySorted(data) == false)
|
||||
{
|
||||
Debug.LogWarning("The data used with large data feed must be sorted acoording to the x value, aborting operation");
|
||||
return;
|
||||
}
|
||||
mData = data;
|
||||
OnDataLoaded();
|
||||
LoadPage(currentPagePosition); // load the page at position 0
|
||||
}
|
||||
|
||||
int FindClosestIndex(double position) // if you want to know what is index is currently displayed . use binary search to find it
|
||||
{
|
||||
//NOTE :: this method assumes your data is sorted !!!
|
||||
int res = mData.BinarySearch(new DoubleVector2(position, 0.0), this);
|
||||
if (res >= 0)
|
||||
return res;
|
||||
return ~res;
|
||||
}
|
||||
|
||||
double PageSizeFactor
|
||||
{
|
||||
get
|
||||
{
|
||||
return pageSize * graph.DataSource.HorizontalViewSize;
|
||||
}
|
||||
}
|
||||
void AdjustVerticalView()
|
||||
{
|
||||
int start, end;
|
||||
findAdjustPosition(graph.HorizontalScrolling,graph.DataSource.HorizontalViewSize,out start,out end);
|
||||
double minY = double.MaxValue, maxY = double.MinValue;
|
||||
|
||||
bool show = graph.AutoScrollHorizontally;
|
||||
if (mData.Count == 0)
|
||||
show = true;
|
||||
else
|
||||
{
|
||||
double viewX = mData[mData.Count - 1].x;
|
||||
double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
|
||||
double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
|
||||
if (viewX >= pageStartThreshold && viewX <= pageEndThreshold)
|
||||
show = true;
|
||||
}
|
||||
if (show)
|
||||
--end;
|
||||
for (int i=start; i<=end; i++)
|
||||
{
|
||||
double y = mData[i].y;
|
||||
minY = Math.Min(y, minY);
|
||||
maxY = Math.Max(y, maxY);
|
||||
}
|
||||
|
||||
if(show)
|
||||
{
|
||||
DoubleVector3 p;
|
||||
if (graph.DataSource.GetLastPoint(Category, out p))
|
||||
{
|
||||
minY = Math.Min(p.y, minY);
|
||||
maxY = Math.Max(p.y, maxY);
|
||||
}
|
||||
}
|
||||
graph.VerticalScrolling = minY;
|
||||
graph.DataSource.VerticalViewSize = maxY - minY;
|
||||
}
|
||||
void findAdjustPosition(double position,double size,out int start,out int end)
|
||||
{
|
||||
int index = FindClosestIndex(position); // use binary search to find the closest position to the current scroll point
|
||||
|
||||
double endPosition = position + size;
|
||||
|
||||
start = index;
|
||||
|
||||
for (end = index; end < mData.Count; end++)
|
||||
{
|
||||
if (mData[end].x > endPosition) // take the first point that is out of the page
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
void findPointsForPage(double position, out int start, out int end) // given a page position , find the right most and left most indices in the data for that page.
|
||||
{
|
||||
int index = FindClosestIndex(position); // use binary search to find the closest position to the current scroll point
|
||||
|
||||
double endPosition = position + PageSizeFactor;
|
||||
double startPosition = position - PageSizeFactor;
|
||||
|
||||
//starting from the current index , we find the page boundries
|
||||
for (start = index; start > 0; start--)
|
||||
{
|
||||
if (mData[start].x < startPosition) // take the first point that is out of the page. so the graph doesn't break at the edge
|
||||
break;
|
||||
}
|
||||
|
||||
for (end = index; end < mData.Count; end++)
|
||||
{
|
||||
if (mData[end].x > endPosition) // take the first point that is out of the page
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (graph != null)
|
||||
{
|
||||
|
||||
//check the scrolling position of the graph. if we are past the view size , load a new page
|
||||
double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
|
||||
double pageEnd = currentPagePosition + mCurrentPageSizeFactor;
|
||||
if (mSlideEndThreshold.HasValue)
|
||||
pageEnd = Math.Max(mSlideEndThreshold.Value, pageEnd);
|
||||
double pageEndThreshold = pageEnd - graph.DataSource.HorizontalViewSize*1.0001;
|
||||
if (graph.HorizontalScrolling < pageStartThreshold || graph.HorizontalScrolling > pageEndThreshold || currentZoom >= graph.DataSource.HorizontalViewSize * 2f)
|
||||
{
|
||||
currentZoom = graph.DataSource.HorizontalViewSize;
|
||||
mCurrentPageSizeFactor = PageSizeFactor * 0.9f;
|
||||
LoadPage(graph.HorizontalScrolling);
|
||||
}
|
||||
if (ControlViewPortion)
|
||||
AdjustVerticalView();
|
||||
}
|
||||
}
|
||||
|
||||
void LoadWithoutDownSampling(int start, int end)
|
||||
{
|
||||
for (int i = start; i < end; i++) // load the data
|
||||
{
|
||||
graph.DataSource.AddPointToCategory(Category, mData[i].x, mData[i].y);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadWithDownSampling(int start, int end)
|
||||
{
|
||||
int total = end - start;
|
||||
|
||||
if (DownSampleToPoints >= total)
|
||||
{
|
||||
LoadWithoutDownSampling(start, end);
|
||||
return;
|
||||
}
|
||||
|
||||
double sampleCount = ((double)total) / (double)DownSampleToPoints;
|
||||
// graph.DataSource.AddPointToCategory(Category, mData[start].x, mData[start].y);
|
||||
for (int i = 0; i < DownSampleToPoints; i++)
|
||||
{
|
||||
int fractionStart = start + (int)(i * sampleCount); // the first point with a fraction
|
||||
int fractionEnd = start + (int)((i + 1) * sampleCount); // the first point with a fraction
|
||||
fractionEnd = Math.Min(fractionEnd, mData.Count - 1);
|
||||
double x = 0, y = 0;
|
||||
double divide = 0.0;
|
||||
for (int j = fractionStart; j < fractionEnd; j++) // avarge the points
|
||||
{
|
||||
x += mData[j].x;
|
||||
y += mData[j].y;
|
||||
divide++;
|
||||
}
|
||||
if (divide > 0.0)
|
||||
{
|
||||
x /= divide;
|
||||
y /= divide;
|
||||
graph.DataSource.AddPointToCategory(Category, x, y);
|
||||
}
|
||||
else
|
||||
Debug.Log("error");
|
||||
}
|
||||
// graph.DataSource.AddPointToCategory(Category, mData[last].x, mData[last].y);
|
||||
}
|
||||
|
||||
public int GetIndex(int inGraphIndex)
|
||||
{
|
||||
return mStart + inGraphIndex;
|
||||
}
|
||||
|
||||
void LoadPage(double pagePosition)
|
||||
{
|
||||
mSlideEndThreshold = null;
|
||||
if (graph != null)
|
||||
{
|
||||
|
||||
Debug.Log("Loading page :" + pagePosition);
|
||||
graph.DataSource.StartBatch(); // call start batch
|
||||
graph.DataSource.HorizontalViewOrigin = 0;
|
||||
int start, end;
|
||||
findPointsForPage(pagePosition, out start, out end); // get the page edges
|
||||
graph.DataSource.ClearCategory(Category); // clear the cateogry
|
||||
mStart = start;
|
||||
if (DownSampleToPoints <= 0)
|
||||
LoadWithoutDownSampling(start, end);
|
||||
else
|
||||
LoadWithDownSampling(start, end);
|
||||
graph.DataSource.EndBatch();
|
||||
graph.HorizontalScrolling = pagePosition;
|
||||
}
|
||||
currentPagePosition = pagePosition;
|
||||
}
|
||||
|
||||
|
||||
public int Compare(DoubleVector2 x, DoubleVector2 y)
|
||||
{
|
||||
if (x.x < y.x)
|
||||
return -1;
|
||||
if (x.x > y.x)
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
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}
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#define Graph_And_Chart_PRO
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||||
using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class RealtimeAppend : MonoBehaviour
|
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{
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float time = 1f;
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double x = -1 , y = -1;
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// Start is called before the first frame update
|
||||
void Start()
|
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{
|
||||
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}
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||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
time -= Time.deltaTime;
|
||||
if(time <= 0f)
|
||||
{
|
||||
time = 1f;
|
||||
var feed = GetComponent<LargeDataFeed>();
|
||||
if (feed != null)
|
||||
{
|
||||
if (x == -1)
|
||||
{
|
||||
var v = feed.GetLastPoint();
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
}
|
||||
|
||||
y += UnityEngine.Random.value * 10f - 5f;
|
||||
x += UnityEngine.Random.value;
|
||||
feed.AppendRealtimeWithDownSampling(x, y, 1f);
|
||||
}
|
||||
}
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}
|
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}
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1082
Assets/Chart And Graph/Tutorials/Large Data Graph/graph.unity
Normal file
1082
Assets/Chart And Graph/Tutorials/Large Data Graph/graph.unity
Normal file
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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1095
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Normal file
1095
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Normal file
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user