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) { ShowUINextToClickedUI(topPosition); 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)); } private string ConvertFloatToString(float value) { float truncatedFloat = Mathf.Floor(value * 100f) / 100f; return truncatedFloat.ToString() + " รส"; } private string SplitString(string value) { var splitText_1 = value.Substring(0, value.IndexOf("T") + 1); var splitText_2 = value.Substring(value.IndexOf("T") + 1).Trim(); var lineBreakText = splitText_1 + "\n" + splitText_2; return lineBreakText; } void ShowUINextToClickedUI(Vector3 topPosition) { rectTransform.localPosition = new Vector2(topPosition.x + offset.x, offset.y); gameObject.SetActive(true); } }