Example #1
0
    private Vector2 GetNormalizedPoint(Vector2 point)
    {
        float newX = (float)gridRenderer.GetGridSize().x *(point.x - bottomBoundX) / (upperBoundX - bottomBoundX);
        float newY = (float)gridRenderer.GetGridSize().y *(point.y - bottomBoundY) / (upperBoundY - bottomBoundY);

        return(new Vector2(newX, newY));
    }
Example #2
0
    public void UpdateValue(float value)
    {
        float normalizedValue = gridRenderer.GetGridSize().y *(value - graphNormalizer.bottomBoundY) / (graphNormalizer.upperBoundY - graphNormalizer.bottomBoundY);

        lineRenderer.points[0] = new Vector2(lineRenderer.points[0].x, normalizedValue);
        lineRenderer.points[1] = new Vector2(lineRenderer.points[1].x, normalizedValue);
        lineRenderer.UpdateGraph();
    }
Example #3
0
    protected override void OnPopulateMesh(VertexHelper vertexHelper)
    {
        vertexHelper.Clear();

        if (points.Count < 2 || gridRenderer == null)
        {
            return;
        }

        width  = rectTransform.rect.width;
        height = rectTransform.rect.height;

        unitWidth  = width / (float)gridRenderer.GetGridSize().x;
        unitHeight = height / (float)gridRenderer.GetGridSize().y;

        for (int i = 0; i < points.Count - 1; ++i)
        {
            int index = i * 4;
            DrawVerticesForPoint(points[i], points[i + 1], index, vertexHelper);
        }
    }