internal static float GetTiling(MaterialTiling tiling) { if (tiling.EnableTiling == false) { return(-1f); } return(tiling.TileFactor); }
public void Restore(object store) { var cat = (CategoryData)store; LineHoverPrefab = cat.LineHoverPrefab; PointHoverPrefab = cat.PointHoverPrefab; LineMaterial = cat.LineMaterial; LineTiling = cat.LineTiling; LineThickness = cat.LineThickness; FillMaterial = cat.FillMaterial; StetchFill = cat.StetchFill; PointMaterial = cat.PointMaterial; PointSize = cat.PointSize; LinePrefab = cat.LinePrefab; FillPrefab = cat.FillPrefab; DotPrefab = cat.DotPrefab; Depth = cat.Depth; IsBezierCurve = cat.IsBezierCurve; SegmentsPerCurve = cat.SegmentsPerCurve; }
/// <summary> /// sets the line style for the category /// </summary> /// <param name="category"></param> /// <param name="lineMaterial"></param> /// <param name="lineThickness"></param> /// <param name="lineTiling"></param> public void SetCategoryLine(string category, Material lineMaterial, double lineThickness, MaterialTiling lineTiling) { if (mData.ContainsKey(category) == false) { Debug.LogWarning("Invalid category name. Make sure the category is present in the graph"); return; } CategoryData data = (CategoryData)mData[category]; data.LineMaterial = lineMaterial; data.LineThickness = lineThickness; data.LineTiling = lineTiling; //start of new line stuff //369 GraphChart.cs graphChart.InternalGenerateChart(); //float widthRatio = trans.rect.width; //float heightRatio = trans.rect.height; //Rect viewRect = new Rect(0f, 0f, widthRatio, heightRatio); //GameObject mask = graphChart.CreateRectMask(viewRect); //CanvasLines lines = graphChart.CreateDataObject(data, mask); //float tiling = 1f; //if (data.LineTiling.EnableTiling == true && data.LineTiling.TileFactor > 0f) //{ // float length = 0f; // for (int i = 1; i < mTransformed.Count; i++) // length += (mTransformed[i - 1] - mTransformed[i]).magnitude; // tiling = length / data.LineTiling.TileFactor; //} //if (tiling <= 0.0001f) // tiling = 1f; //lines.SetViewRect(viewRect, uv); //lines.Thickness = (float)data.LineThickness; //lines.Tiling = tiling; //lines.SetRefrenceIndex(refrenceIndex); //lines.material = data.LineMaterial; //lines.SetHoverPrefab(data.LineHoverPrefab); //lines.SetLines(list); //categoryObj.mLines = lines; //end RaiseDataChanged(); }
public void AddCategory3DGraph(string category, PathGenerator linePrefab, Material lineMaterial, double lineThickness, MaterialTiling lineTiling, FillPathGenerator fillPrefab, Material innerFill, bool strechFill, GameObject pointPrefab, Material pointMaterial, double pointSize, double depth, bool isCurve, int segmentsPerCurve) { if (mData.ContainsKey(category)) { throw new ArgumentException(String.Format("A category named {0} already exists", category)); } if (depth < 0f) { depth = 0f; } CategoryData data = new CategoryData(); mData.Add(category, data); data.Name = category; data.LineMaterial = lineMaterial; data.FillMaterial = innerFill; data.LineThickness = lineThickness; data.LineTiling = lineTiling; data.StetchFill = strechFill; data.PointMaterial = pointMaterial; data.PointSize = pointSize; data.LinePrefab = linePrefab; data.FillPrefab = fillPrefab; data.DotPrefab = pointPrefab; data.Depth = depth; data.IsBezierCurve = isCurve; data.SegmentsPerCurve = segmentsPerCurve; RaiseDataChanged(); }
/// <summary> /// Adds a new category to the graph chart. each category corrosponds to a graph line. /// </summary> /// <param name="category"></param> /// <param name="material"></param> /// <param name="innerFill"></param> public void AddCategory(string category, Material lineMaterial, double lineThickness, MaterialTiling lineTiling, Material innerFill, bool strechFill, Material pointMaterial, double pointSize) { if (mData.ContainsKey(category)) { throw new ArgumentException(String.Format("A category named {0} already exists", category)); } CategoryData data = new CategoryData(); mData.Add(category, data); data.Name = category; data.LineMaterial = lineMaterial; data.LineHoverPrefab = null; data.PointHoverPrefab = null; data.FillMaterial = innerFill; data.LineThickness = lineThickness; data.LineTiling = lineTiling; data.StetchFill = strechFill; data.PointMaterial = pointMaterial; data.PointSize = pointSize; RaiseDataChanged(); }
/// <summary> /// sets the line style for the category /// </summary> /// <param name="category"></param> /// <param name="lineMaterial"></param> /// <param name="lineThickness"></param> /// <param name="lineTiling"></param> public void SetCategoryLine(string category, Material lineMaterial, double lineThickness, MaterialTiling lineTiling) { if (mData.ContainsKey(category) == false) { Debug.LogWarning("Invalid category name. Make sure the category is present in the graph"); return; } CategoryData data = (CategoryData)mData[category]; data.LineMaterial = lineMaterial; data.LineThickness = lineThickness; data.LineTiling = lineTiling; RaiseDataChanged(); }
public void AddCategory3DGraph(string category, PathGenerator linePrefab, Material lineMaterial, double lineThickness, MaterialTiling lineTiling, FillPathGenerator fillPrefab, Material innerFill, bool strechFill, GameObject pointPrefab, Material pointMaterial, double pointSize, double depth, bool isCurve, int segmentsPerCurve) { AddInnerCategoryGraph(category, linePrefab, lineMaterial, lineThickness, lineTiling, fillPrefab, innerFill, strechFill, pointPrefab, pointMaterial, pointSize, depth, isCurve, segmentsPerCurve); }