작업 조건 분석 기능 개발

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정영민
2025-03-10 16:42:23 +09:00
parent 840638c6e3
commit f2029fd8c9
2988 changed files with 569938 additions and 2342 deletions

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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class BarChartFeed : MonoBehaviour {
void Start () {
BarChart barChart = GetComponent<BarChart>();
if (barChart != null)
{
barChart.DataSource.SetValue("Player 1", "Value 1", Random.value * 20);
barChart.DataSource.SlideValue("Player 2", "Value 1", Random.value * 20, 40f);
}
}
private void Update()
{
}
}

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#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;
float switchTimeCounter =0f;
List<RunChartEntry> mEntries = new List<RunChartEntry>();
public Material SourceMaterial;
// Use this for initialization
void Start()
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
bar.TransitionTimeBetaFeature = switchTime;
bar.DataSource.ClearCategories();
bar.DataSource.ClearGroups();
bar.DataSource.AddGroup("Default");
// generate a random run chart
for (int i = 0; i < 10; i++)
{
string categoryName = "Item " + i;
mEntries.Add(new RunChartEntry(categoryName, UnityEngine.Random.value * 10));
Material mat = new Material(SourceMaterial);
mat.color = new Color(
UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f),
UnityEngine.Random.Range(0f, 1f)
);
bar.DataSource.AddCategory(categoryName, mat);
}
}
void AddValuesToCategories()
{
for (int i = 0; i < mEntries.Count; i++)
{
mEntries[i].Amount += UnityEngine.Random.Range(-0.3f, 0.3f);
}
}
// Update is called once per frame
void Update()
{
// changes are timed
switchTimeCounter -= Time.deltaTime;
if (switchTimeCounter < 0f)
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
//position the categories according to the currently displayed values
for (int i = 0; i < mEntries.Count; i++)
{
bar.DataSource.MoveCategory(mEntries[i].Name, i);
}
// add the changes
AddValuesToCategories();
// sort the changes
mEntries.Sort((x, y) => (int)Math.Sign(x.Amount - y.Amount));
// animate the transition to the next values
for (int i = 0; i < mEntries.Count; i++)
{
bar.DataSource.SlideValue(mEntries[i].Name, "Default", mEntries[i].Amount, switchTime);
}
}
}
}

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#define Graph_And_Chart_PRO
using UnityEngine;
using System.Collections;
using ChartAndGraph;
public class ChangeOrder : MonoBehaviour {
public float slideTime = 5f;
public float switchTime = 7f;
float timeCounter = 1f;
float switchTimeCounter = 0.3f;
// Use this for initialization
void Start ()
{
timeCounter = 0f;
switchTimeCounter = switchTime;
}
// Update is called once per frame
void Update ()
{
timeCounter -= Time.deltaTime;
switchTimeCounter -= Time.deltaTime;
if(switchTimeCounter < 0f)
{
switchTimeCounter = switchTime;
var bar = GetComponent<BarChart>();
bar.DataSource.SwitchCategoryPositions("Category 1", "Category 2");
}
if (timeCounter < 0f)
{
var bar = GetComponent<BarChart>();
timeCounter = slideTime;
for (int i = 1; i <= 3; i++)
{
string cat = "Category " + i;
for (int j = 1; j <= 3; j++)
{
string grp = "Group " + j;
bar.DataSource.SlideValue(cat, grp, Random.value * 10f, slideTime);
}
}
}
}
}

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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class barMaterialSelection : MonoBehaviour
{
public BarChart bar;
// Start is called before the first frame update
void Start()
{
bar.BarClicked.AddListener(BarClicked);
}
void BarClicked(BarChart.BarEventArgs args)
{
var sel = bar.GetComponent<masterBarSelection>();
if (sel != null)
{
sel.ToogleBar(args.Category, args.Group);
}
}
// Update is called once per frame
void Update()
{
}
}

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#define Graph_And_Chart_PRO
using UnityEngine;
namespace ChartAndGraph
{
class BubbleGraphFeed : MonoBehaviour
{
string[] items = new string[] { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K" };
void Start()
{
GraphChartBase graph = GetComponent<GraphChartBase>();
if (graph != null)
{
// graph.DataSource.StartBatch();
graph.DataSource.ClearCategory("Player 1");
graph.DataSource.ClearCategory("Player 2");
for (int i = 0; i < 10; i++)
{
GraphData.AddPointToCategoryWithLabel(graph, "Player 1", Random.value * 10f, Random.value * 10f, Random.value * 3f, items[i], i.ToString());
// graph.DataSource.AddPointToCategory("Player 1", Random.value * 10f, Random.value * 10f, Random.value *3f);
// graph.DataSource.AddPointToCategory("Player 2", Random.value * 10f, Random.value * 10f, Random.value *3f);
}
// graph.DataSource.EndBatch();
}
}
}
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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
/// <summary>
/// this tutorial follows the same pattern the graph tutorial goes. The only diffrence is that candle values are used.
/// the values are in the follwing order : open high low close , start time , time durtaion
/// </summary>
public class CandleChartFeed : MonoBehaviour
{
float time = 3f;
float x = 10f;
void Start()
{
CandleChart candle = GetComponent<CandleChart>();
if (candle != null)
{
candle.DataSource.StartBatch();
candle.DataSource.ClearCategory("Player 1");
for (int i = 0; i < 30; i++)
{
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));
}
candle.DataSource.EndBatch();
}
}
private void Update()
{
time -= Time.deltaTime;
if (time <= 0)
{
time = 3f;
x += 0.3f;
CandleChart candle = GetComponent<CandleChart>();
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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#define Graph_And_Chart_PRO
using ChartAndGraph;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GraphEditable : MonoBehaviour
{
public GraphChart Graph;
public string Category;
public RectTransform LastPoint;
List<DoubleVector3> mDataArray = new List<DoubleVector3>();
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);
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
void Update()
{
Vector2 mousePos = Input.mousePosition;
double x, y;
Graph.PointToClient(mousePos, out x, out y);
DoubleVector3 mouseChartPos = new DoubleVector3(x, y, 0);
if (Input.GetMouseButtonDown(0))
{
mMovingPoint = FindNearPoint(mouseChartPos);
if(mMovingPoint == -1)
mMovingPoint = InsertPoint(mouseChartPos);
mLastMovingPoint = mMovingPoint;
}
else if (Input.GetMouseButtonUp(0))
{
mMovingPoint = -1;
}
if(Input.GetKeyDown(KeyCode.Delete))
{
if(mLastMovingPoint >= 0)
{
mDataArray.RemoveAt(mLastMovingPoint);
mLastMovingPoint = -1;
mMovingPoint = -1;
}
}
if(mMovingPoint != -1)
{
DoubleVector3 ClampedMousePos = mouseChartPos;
if (mMovingPoint > 0)
ClampedMousePos.x = Math.Max(mDataArray[mMovingPoint - 1].x,ClampedMousePos.x);
if (mMovingPoint + 1 < mDataArray.Count)
ClampedMousePos.x = Math.Min(mDataArray[mMovingPoint + 1].x, ClampedMousePos.x);
mDataArray[mMovingPoint] = ClampedMousePos;
}
Graph.DataSource.SetCategoryArray(Category, mDataArray, 0, mDataArray.Count);
}
}

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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections;
public class CurveAnimation : MonoBehaviour
{
void Start ()
{
GraphChartBase graph = GetComponent<GraphChartBase>();
if (graph != null)
{
graph.Scrollable = false;
graph.HorizontalValueToStringMap[0.0] = "Zero"; // example of how to set custom axis strings
graph.DataSource.StartBatch();
graph.DataSource.ClearCategory("Player 1");
graph.DataSource.ClearAndMakeBezierCurve("Player 2");
for (int i = 0; i <5; i++)
{
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);
else
graph.DataSource.AddLinearCurveToCategory("Player 2",
new DoubleVector2(i*5 , Random.value * 10f + 10f));
}
graph.DataSource.MakeCurveCategorySmooth("Player 2");
graph.DataSource.EndBatch();
graph.DataSource.AnimateCurve("Player 2", 1.0f);
}
// StartCoroutine(ClearAll());
}
IEnumerator ClearAll()
{
yield return new WaitForSeconds(5f);
GraphChartBase graph = GetComponent<GraphChartBase>();
graph.DataSource.Clear();
}
}

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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections;
public class GraphChartFeed : MonoBehaviour
{
void Start ()
{
GraphChartBase graph = GetComponent<GraphChartBase>();
if (graph != null)
{
graph.Scrollable = false;
graph.HorizontalValueToStringMap[0.0] = "Zero"; // example of how to set custom axis strings
graph.DataSource.StartBatch();
graph.DataSource.ClearCategory("Player 1");
graph.DataSource.ClearAndMakeBezierCurve("Player 2");
for (int i = 0; i <5; i++)
{
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);
else
graph.DataSource.AddLinearCurveToCategory("Player 2",
new DoubleVector2(i*5 , Random.value * 10f + 10f));
}
graph.DataSource.MakeCurveCategorySmooth("Player 2");
graph.DataSource.EndBatch();
}
// StartCoroutine(ClearAll());
}
IEnumerator ClearAll()
{
yield return new WaitForSeconds(5f);
GraphChartBase graph = GetComponent<GraphChartBase>();
graph.DataSource.Clear();
}
}

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#define Graph_And_Chart_PRO
using UnityEngine;
using ChartAndGraph;
using System.Collections.Generic;
using System;
public partial class LargeDataFeed
{
public int RealtimeDownSampleCount = 10;
int currentDownSampleCount = 0;
DoubleVector3 DownSampleSum = new DoubleVector3();
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;
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);
}
DownSampleSum += v.ToDoubleVector3();
currentDownSampleCount++;
var avarage = DownSampleSum * 1.0 / (double)currentDownSampleCount;
if(currentDownSampleCount != 1)
graph.DataSource.UpdateLastPointInCategoryRealtime(Category, avarage.x, avarage.y, slideTime);
}
else
RestartDownSampleCount();
}
void RestartDownSampleCount()
{
currentDownSampleCount = 0;
DownSampleSum = new DoubleVector3();
}
public void AppendPointRealtime(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;
double pageStartThreshold = currentPagePosition - mCurrentPageSizeFactor;
double pageEndThreshold = currentPagePosition + mCurrentPageSizeFactor - graph.DataSource.HorizontalViewSize;
if (viewX >= pageStartThreshold && viewX <= pageEndThreshold)
show = true;
}
mData.Add(new DoubleVector2(x, y));
if (show)
{
mSlideEndThreshold = x;
graph.DataSource.AddPointToCategoryRealtime(Category, x, y, slideTime);
}
}
}

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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;
}
SetData(data);
}
public void SaveToFile(string path)
{
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)
{
try
{
List<DoubleVector2> data = new List<DoubleVector2>();
using (StreamReader file = new StreamReader(path))
{
int count = int.Parse(file.ReadLine());
for (int i = 0; i < count; i++)
{
double x = double.Parse(file.ReadLine());
double y = double.Parse(file.ReadLine());
data.Add(new DoubleVector2(x, y));
}
}
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;
}
return true;
}
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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#define Graph_And_Chart_PRO
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RealtimeAppend : MonoBehaviour
{
float time = 1f;
double x = -1 , y = -1;
// Start is called before the first frame update
void Start()
{
}
// 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;
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