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]; } } }
// 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); }