Esempio n. 1
0
    void updateIndicator()
    {
        if (series1.getPoints().Count == 0)
        {
            return;
        }
        WMG_Node lastPoint = series1.getLastPoint().GetComponent <WMG_Node>();

        graph.changeSpritePositionToY(indicatorGO, lastPoint.transform.localPosition.y);
        Vector2 nodeData = series1.getNodeValue(lastPoint);
        //indicatorLabelNumberFormatInfo.CurrencyDecimalDigits = indicatorNumDecimals;
        string textToSet = nodeData.y.ToString();

        graph.changeLabelText(indicatorGO.transform.GetChild(0).GetChild(0).gameObject, textToSet);
    }
Esempio n. 2
0
    void blinkCurrentPointAnimation(bool fromOnCompleteAnimateAdd = false)
    {
        graph.Refresh();         // Ensures gamobject list of series points is up to date based on pointValues
        WMG_Node lastPoint           = series1.getLastPoint().GetComponent <WMG_Node>();
        string   blinkingPointAnimId = series1.GetHashCode() + "blinkingPointAnim";

        DOTween.Kill(blinkingPointAnimId);
        blinkingTween = lastPoint.objectToScale.transform.DOScale(new Vector3(blinkScale, blinkScale, blinkScale), blinkAnimDuration).SetEase(plotEaseType)
                        .SetUpdate(false).SetId(blinkingPointAnimId).SetLoops(-1, LoopType.Yoyo);
        if (series1.pointValues.Count > 1)           // ensure previous point scale reset
        {
            WMG_Node blinkingNode = series1.getPoints()[series1.getPoints().Count - 2].GetComponent <WMG_Node>();
            if (fromOnCompleteAnimateAdd)               // removing a pointValues index deletes the gameobject at the end, so need to set the timeline from the previous tween
            {
                blinkingTween.Goto(blinkAnimDuration * blinkingNode.objectToScale.transform.localScale.x / blinkScale, true);
            }
            blinkingNode.objectToScale.transform.localScale = Vector3.one;
        }
    }