IEnumerator InitChart()
        {
            chart = gameObject.GetComponent <LineChart>();
            if (chart == null)
            {
                gameObject.AddComponent <LineChart>();
            }

            chart.title.show  = true;
            chart.title.text  = "术语解析-组件";
            chart.grid.bottom = 30;
            chart.grid.right  = 30;
            chart.grid.left   = 50;
            chart.grid.top    = 80;

            chart.dataZoom.enable  = false;
            chart.visualMap.enable = false;

            chart.RemoveData();

            chart.AddSerie(SerieType.Bar, "Bar");
            chart.AddSerie(SerieType.Line, "Line");

            for (int i = 0; i < 8; i++)
            {
                chart.AddXAxisData("x" + (i + 1));
                chart.AddData(0, Random.Range(10, 100));
                chart.AddData(1, Random.Range(30, 100));
            }
            yield return(null);
        }
예제 #2
0
 void AddData()
 {
     chart.series.list[0].ClearData();
     chart.series.list[1].ClearData();
     for (int i = 0; i < 5; i++)
     {
         chart.AddData(0, Random.Range(20, 100));
         chart.AddData(1, Random.Range(1, 10));
     }
 }
예제 #3
0
        void Update()
        {
            if (angle > 3000)
            {
                return;
            }
            angle++;
            float xvalue = Mathf.PI / 180 * angle;
            float yvalue = Mathf.Sin(xvalue);

            chart.AddData(0, xvalue, yvalue);
        }
예제 #4
0
        IEnumerator AddSimpleLine()
        {
            chart = gameObject.GetComponent <LineChart>();
            if (chart == null)
            {
                chart = gameObject.AddComponent <LineChart>();
            }
            chart.title.text    = "LineChart - 折线图";
            chart.title.subText = "普通折线图";

            chart.yAxis0.minMaxType = Axis.AxisMinMaxType.Custom;
            chart.yAxis0.min        = 0;
            chart.yAxis0.max        = 100;

            chart.RemoveData();
            serie = chart.AddSerie(SerieType.Line, "Line");

            for (int i = 0; i < m_DataNum; i++)
            {
                chart.AddXAxisData("x" + (i + 1));
                chart.AddData(0, UnityEngine.Random.Range(30, 90));
            }
            yield return(new WaitForSeconds(1));
        }
예제 #5
0
        void Awake()
        {
            chart = gameObject.GetComponent <LineChart>();
            if (chart != null)
            {
                GameObject.DestroyImmediate(chart);
            }
            chart            = gameObject.AddComponent <LineChart>();
            chart.title.show = true;
            chart.title.text = "Sin Curve";

            chart.tooltip.show = true;
            chart.legend.show  = false;

            chart.xAxises[0].show = true;
            chart.xAxises[1].show = false;
            chart.yAxises[0].show = true;
            chart.yAxises[1].show = false;

            chart.xAxises[0].type = Axis.AxisType.Value;
            chart.yAxises[0].type = Axis.AxisType.Value;

            chart.xAxises[0].boundaryGap  = false;
            chart.xAxises[0].maxCache     = 0;
            chart.series.list[0].maxCache = 0;

            chart.RemoveData();

            var serie = chart.AddSerie(SerieType.Line);

            serie.symbol.type = SerieSymbolType.None;
            serie.lineType    = LineType.Normal;
            for (angle = 0; angle < 1080; angle++)
            {
                float xvalue = Mathf.PI / 180 * angle;
                float yvalue = Mathf.Sin(xvalue);
                chart.AddData(0, xvalue, yvalue);
            }
        }