Unity5.4 UGUI制作实时数据线性图表
2017-12-13 本文已影响81人
白水SR
效果预览:
1.gif
使用方法:
//开始执行:浮动值,浮动值范围,X轴属性,Y轴属性,浮动线粗细
DataSheet.DataSheet1.Setup(Value,100,X,Y,5);
源代码
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.UI;
public class DataSheet
{
private static DataSheet dataSheet;
public static DataSheet DataSheet1
{
get
{
if (dataSheet==null)
{
dataSheet=new DataSheet();
}
return dataSheet;
}
}
private Canvas canvas;
public int Quantity = 5;
private GameObject Line;
private GameObject DataPoint;
private RectTransform DataPointRectTramsform;
public float LineThickness;
DataSheet()
{
canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
Line = GameObject.Find("Line");
DataPoint = GameObject.Find("DataPoint");
DataPointRectTramsform = DataPoint.GetComponent<RectTransform>();
}
private float[] Values;
private List<GameObject> DataPoints;
private List<GameObject> Lines;
private List<GameObject> YLines=new List<GameObject>();
private float k;
private int ValueCount;
/// <summary>
/// 开始执行:浮动值,浮动值范围,X轴属性,Y轴属性,浮动线粗细
/// </summary>
/// <param name="Value"></param>
/// <param name="hight"></param>
/// <param name="XNames"></param>
/// <param name="YName"></param>
public void Setup(float Value,float hight,string[] XNames,string[] YNames,float LineThickness)
{
//生成数据点与线条
if (DataPoints == null)
{
this.LineThickness = LineThickness;
ValueCount =XNames.Length;
//生成数据点
Lines=new List<GameObject>();
DataPoints = new List<GameObject>();
var GoX = DataPointRectTramsform.rect.width / ValueCount;
var GoXStart = 0-(DataPointRectTramsform.rect.width / 2);
for (int i = 0; i < ValueCount; i++)
{
GameObject Go = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/DataPoint"));
Go.transform.SetParent(DataPoint.transform, false);
DataPoints.Add(Go);
Go.GetComponent<RectTransform>().localPosition = new Vector3(GoXStart+(GoX*(i+1)-GoX/2),-DataPointRectTramsform.rect.height/2);
//生成X轴属性名
GameObject Xname = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/NameText"));
Xname.transform.SetParent(DataPoint.transform.parent.GetChild(2), false);
Xname.GetComponent<Text>().text = XNames[i];
if (i == ValueCount-1) { break; }
//生成连接线条
GameObject line = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/LineChild"));
line.transform.SetParent(Line.transform,false);
Lines.Add(line);
}
for (int i = 0; i <YNames.Length ; i++)
{
//生成Y轴属性名
GameObject Yname = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/NameText"));
Yname.transform.SetParent(DataPoint.transform.parent.GetChild(0), false);
Yname.GetComponent<Text>().text = YNames[i];
YLines.Add(Yname);
//生成Y轴线
GameObject YnameLine = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/YNameLineImage"));
YnameLine.transform.SetParent(DataPoint.transform.parent.GetChild(1), false);
var Y = Yname.GetComponent<RectTransform>().position;
YnameLine.GetComponent<RectTransform>().localPosition=new Vector3(0,0,0);
}
}
DataFloat(Value,ValueCount,hight);
LineFloat();
}
//设置数据点浮动
void DataFloat(float Value, int ValueCount, float hight)
{
if (Values == null)
{
Values = new float[ValueCount];
for (int i = 0; i < Values.Length; i++)
{
Values[i] = -DataPointRectTramsform.rect.height / 2;
}
}
float percent = (Convert.ToSingle(Value) / Convert.ToSingle(hight) * DataPointRectTramsform.rect.height) + (-DataPointRectTramsform.rect.height / 2);
if (Values[0] != k)
{
for (int i = Values.Length - 1; i < Values.Length; i--)
{
Values[i] = Values[i - 1];
if (i == 1)
{
Values[0] = percent;
break;
}
}
for (int i = 0; i < Values.Length; i++)
{
DataPoints[i].GetComponent<RectTransform>().DOLocalMoveY(Values[i], 0.5f);
}
}
k = percent;
}
//设置线条浮动
void LineFloat()
{
for (int i = 0; i < ValueCount - 1; i++)
{
Vector2 pos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform,
DataPoints[i].transform.position, canvas.worldCamera, out pos))
{
}
Vector2 pos1;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform,
DataPoints[i + 1].transform.position, canvas.worldCamera, out pos1))
{
}
var height = pos.y - pos1.y;
var widht = pos.x - pos1.x;
Lines[i].GetComponent<RectTransform>().sizeDelta = new Vector2(widht, height);
var x = (pos.x + pos1.x) / 2;
var y = (pos.y + pos1.y) / 2;
Lines[i].GetComponent<RectTransform>().localPosition = new Vector3(x, y);
}
}
}