Beispiel #1
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.A))
     {
         List <Vector2> randomList = WMG_Util.GenRandomXY(200, 0, 100, 0, 100);
         for (int i = 0; i < randomList.Count; i++)
         {
             series1.pointValues[Random.Range(0, numPointsToCreate)] = randomList[i];
         }
     }
     if (Input.GetKeyDown(KeyCode.B))
     {
         List <Vector2> randomList = WMG_Util.GenRandomXY(1, 0, 100, 0, 100);
         for (int i = 0; i < randomList.Count; i++)
         {
             series1.pointValues[i] = randomList[i];
         }
     }
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        GameObject graphGO = GameObject.Instantiate(emptyGraphPrefab);

        graphGO.transform.SetParent(this.transform, false);
        graph = graphGO.GetComponent <WMG_Axis_Graph>();

        graph.stretchToParent(graphGO);

        graph.xAxis.AxisMinValue         = 0;
        graph.yAxis.AxisMinValue         = 0;
        graph.xAxis.AxisMaxValue         = 100;
        graph.yAxis.AxisMaxValue         = 100;
        graph.legend.hideLegend          = true;
        graph.xAxis.SetLabelsUsingMaxMin = true;
        graph.xAxis.LabelType            = WMG_Axis.labelTypes.ticks;

        graph.autoAnimationsEnabled = true;

        series1                  = graph.addSeries();
        series1.pointColor       = new Color(210 / 255f, 100 / 255f, 100 / 255f, 1);
        series1.PointCreated    += groupPointsInCanvases;
        series1.neverCreateLines = true;
        series1.pointValues.SetList(WMG_Util.GenRandomXY(numPointsToCreate, 0, 100, 0, 100));

        Canvas graphBgCanvas = graph.graphBackground.transform.parent.gameObject.AddComponent <Canvas>();

        graph.graphBackground.transform.parent.gameObject.AddComponent <GraphicRaycaster>();
        graphBgCanvas.overrideSorting = true;
        graphBgCanvas.sortingOrder    = 0;

        graph.toolTipPanel.SetActive(true);                                // for some reason setting canvas override sorting doesn't work for inactive gameobject, so enable and then set back to disable
        Canvas tooltipCanvas = graph.toolTipPanel.AddComponent <Canvas>(); // otherwise tooltip appears behind points which are on their own canvas of higher sorting order

        tooltipCanvas.overrideSorting = true;
        tooltipCanvas.sortingLayerID  = 0;
        tooltipCanvas.sortingOrder    = 2 + ((numPointsToCreate - 1) / numPointsPerCanvas);
        graph.toolTipPanel.SetActive(false);
    }