public IGraphVisualObject CreateGraphVisualObject(Vector2 graphPos, float graphPosWidth, string toolTipTxt,
                                                      bool isEnd = false)
    {
        List <GameObject> gameObjectList = new List <GameObject>();
        GameObject        dotObject      = CreateDot(graphPos);

        gameObjectList.Add(dotObject);
        GameObject dotConnectionObject = null;

        if (lastLineObject != null)
        {
            dotConnectionObject = CreateDotConnection(
                lastLineObject.GetGraphPos(),
                dotObject.GetComponent <RectTransform>().anchoredPosition);
            gameObjectList.Add(dotConnectionObject);
        }

        LineGraphVisualObject lineGraphVisualObject =
            new LineGraphVisualObject(dotObject, dotConnectionObject, lastLineObject);
        IGraphVisualObject iLineGraphVisualObject = lineGraphVisualObject;

        iLineGraphVisualObject.SetGraphVisualObjectInfo(graphPos, graphPosWidth, toolTipTxt);

        lastLineObject = !isEnd ? lineGraphVisualObject : null;

        return(lineGraphVisualObject);
    }
    public void ShowGraph(IList valueList, IGraphVisual graphVisual = null, int maxVisibleValueAmount = -1, Func <int, string> getAxisLabelX = null, Func <float, string> getAxisLabelY = null)
    {
        Setup();
        if (valueList == null)
        {
            valueList = new List <object> {
                0
            };
            //Debug.LogError("valueList is null!");
            //return;
        }
        this.valueList = valueList;

        if (graphVisual == null)
        {
            graphVisual = barChartVisual;
        }
        this.graphVisual = graphVisual;

        if (maxVisibleValueAmount <= 0)
        {
            // Show all if no amount specified
            maxVisibleValueAmount = valueList.Count;
        }
        if (maxVisibleValueAmount > valueList.Count)
        {
            // Validate the amount to show the maximum
            maxVisibleValueAmount = valueList.Count;
        }

        this.maxVisibleValueAmount = maxVisibleValueAmount;

        // Test for label defaults
        if (getAxisLabelX == null)
        {
            if (this.getAxisLabelX != null)
            {
                getAxisLabelX = this.getAxisLabelX;
            }
            else
            {
                getAxisLabelX = delegate(int _i) { return(_i.ToString()); };
            }
        }
        if (getAxisLabelY == null)
        {
            if (this.getAxisLabelY != null)
            {
                getAxisLabelY = this.getAxisLabelY;
            }
            else
            {
                getAxisLabelY = delegate(float _f) { return(Mathf.RoundToInt(_f).ToString()); };
            }
        }

        this.getAxisLabelX = getAxisLabelX;
        this.getAxisLabelY = getAxisLabelY;

        // Clean up previous graph
        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();
        yLabelList.Clear();

        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();

        graphVisual.CleanUp();

        // Grab the width and height from the container
        float graphWidth  = graphContainer.sizeDelta.x;
        float graphHeight = graphContainer.sizeDelta.y;

        float yMinimum, yMaximum;

        CalculateYScale(out yMinimum, out yMaximum);

        // Set the distance between each point on the graph
        xSize = graphWidth / (maxVisibleValueAmount + 1);

        // Cycle through all visible data points
        int xIndex = 0;

        for (int i = Mathf.Max(valueList.Count - maxVisibleValueAmount, 0); i < valueList.Count; i++)
        {
            float xPosition = xSize + xIndex * xSize;
            float yPosition = ((GetValue(valueList[i]) - yMinimum) / (yMaximum - yMinimum)) * graphHeight;

            // Add data point visual
            string tooltipText;
            if (getTooltipLabel != null)
            {
                tooltipText = getTooltipLabel(GetValue(valueList[i]));
            }
            else
            {
                tooltipText = getAxisLabelY(GetValue(valueList[i]));
            }
            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xPosition, yPosition), xSize, tooltipText);
            graphVisualObjectList.Add(graphVisualObject);

            // Duplicate the x label template
            RectTransform labelX = Instantiate(labelTemplateX);
            labelX.SetParent(graphContainer, false);
            labelX.gameObject.SetActive(true);
            labelX.anchoredPosition           = new Vector2(xPosition, -7f);
            labelX.GetComponent <Text>().text = getAxisLabelX(i);
            gameObjectList.Add(labelX.gameObject);

            // Duplicate the x dash template
            RectTransform dashX = Instantiate(dashTemplateX);
            dashX.SetParent(dashContainer, false);
            dashX.gameObject.SetActive(true);
            dashX.anchoredPosition = new Vector2(xPosition, -3f);
            dashX.sizeDelta        = new Vector2(graphHeight, dashX.sizeDelta.y);
            gameObjectList.Add(dashX.gameObject);

            xIndex++;
        }

        // Set up separators on the y axis
        int separatorCount = 10;

        for (int i = 0; i <= separatorCount; i++)
        {
            // Duplicate the label template
            RectTransform labelY = Instantiate(labelTemplateY);
            labelY.SetParent(graphContainer, false);
            labelY.gameObject.SetActive(true);
            float normalizedValue = i * 1f / separatorCount;
            labelY.anchoredPosition           = new Vector2(-7f, normalizedValue * graphHeight);
            labelY.GetComponent <Text>().text = getAxisLabelY(yMinimum + (normalizedValue * (yMaximum - yMinimum)));
            yLabelList.Add(labelY);
            gameObjectList.Add(labelY.gameObject);

            // Duplicate the dash template
            RectTransform dashY = Instantiate(dashTemplateY);
            dashY.SetParent(dashContainer, false);
            dashY.gameObject.SetActive(true);
            dashY.anchoredPosition = new Vector2(-4f, normalizedValue * graphHeight);
            dashY.sizeDelta        = new Vector2(graphWidth, dashY.sizeDelta.y);
            gameObjectList.Add(dashY.gameObject);
        }
    }
    private void ShowGraph(List <int> valueList, IGraphVisual graphVisual, int maxVisibleValueAmount = -1, Func <int, string> getAxisLabelX = null, Func <float, string> getAxisLabelY = null)
    {
        this.valueList     = valueList;
        this.graphVisual   = graphVisual;
        this.getAxisLabelX = getAxisLabelX;
        this.getAxisLabelY = getAxisLabelY;

        if (maxVisibleValueAmount <= 0)
        {
            maxVisibleValueAmount = valueList.Count;
        }
        if (maxVisibleValueAmount > valueList.Count)
        {
            maxVisibleValueAmount = valueList.Count;
        }
        this.maxVisibleValueAmount = maxVisibleValueAmount;

        if (getAxisLabelX == null)
        {
            getAxisLabelX = delegate(int _i) { return(_i.ToString()); };
        }
        if (getAxisLabelY == null)
        {
            getAxisLabelY = delegate(float _f) { return(Mathf.RoundToInt(_f).ToString()); };
        }

        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();
        yLabelList.Clear();

        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();
        graphVisual.CleanUp();

        float graphHeight = graphContainer.sizeDelta.y;
        float graphWidth  = graphContainer.sizeDelta.x;

        float yMinimum, yMaximum;

        CalculateYScale(out yMinimum, out yMaximum);
        xSize = graphWidth / (maxVisibleValueAmount + 1);

        int xIndex = 0;

        for (int i = Mathf.Max(valueList.Count - maxVisibleValueAmount, 0); i < valueList.Count; ++i)
        {
            float xposition = xSize + xIndex * xSize;
            float yposition = ((valueList[i] - yMinimum) / (yMaximum - yMinimum)) * graphHeight;

            string             toolTipText       = getAxisLabelY(valueList[i]);
            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xposition, yposition), xSize, toolTipText);
            graphVisualObjectList.Add(graphVisualObject);

            RectTransform labelX = Instantiate(labelTemplateX);
            labelX.SetParent(graphContainer);
            labelX.gameObject.SetActive(true);
            labelX.anchoredPosition           = new Vector2(xposition, -20f);
            labelX.GetComponent <Text>().text = getAxisLabelX(i);
            gameObjectList.Add(labelX.gameObject);

            RectTransform dashX = Instantiate(dashTemplateX);
            dashX.SetParent(graphContainer);
            dashX.gameObject.SetActive(true);
            dashX.anchoredPosition = new Vector2(xposition, 0f);
            gameObjectList.Add(dashX.gameObject);
            xIndex++;
        }

        int sepraterCount = 10;

        for (int i = 0; i <= sepraterCount; i++)
        {
            RectTransform labelY = Instantiate(lableTemplateY);
            labelY.SetParent(graphContainer, false);
            labelY.gameObject.SetActive(true);
            float normalisedValue = i * 1f / sepraterCount;
            labelY.anchoredPosition           = new Vector2(-80f, normalisedValue * graphHeight);
            labelY.GetComponent <Text>().text = getAxisLabelY(yMinimum + (normalisedValue * (yMaximum - yMinimum)));
            yLabelList.Add(labelY);
            gameObjectList.Add(labelY.gameObject);

            RectTransform dashY = Instantiate(dashTemplateY);
            dashY.SetParent(dashContainer, false);
            dashY.gameObject.SetActive(true);
            dashY.anchoredPosition = new Vector2(0f, normalisedValue * graphHeight);
            gameObjectList.Add(dashY.gameObject);
        }
    }
示例#4
0
    private void ShowGraph(List <int> valueList, IGraphVisual graphVisual, int maxVisibleValueAmount = -1, Func <int, string> getAxisLabelX = null, Func <float, string> getAxisLabelY = null)
    {
        this.valueList     = valueList;
        this.graphVisual   = graphVisual;
        this.getAxisLabelX = getAxisLabelX;
        this.getAxisLabelY = getAxisLabelY;

        if (valueList.Count == 0)
        {
            return;
        }

        if (maxVisibleValueAmount <= 0)
        {
            // Show all if no amount specified
            maxVisibleValueAmount = valueList.Count;
        }
        if (maxVisibleValueAmount > valueList.Count)
        {
            // Validate the amount to show the maximum
            maxVisibleValueAmount = valueList.Count;
        }

        this.maxVisibleValueAmount = maxVisibleValueAmount;

        // Test for label defaults
        if (getAxisLabelX == null)
        {
            getAxisLabelX = delegate(int _i) { return(_i.ToString()); };
        }
        if (getAxisLabelY == null)
        {
            getAxisLabelY = delegate(float _f) { return(Mathf.RoundToInt(_f).ToString()); };
        }

        // Clean up previous graph
        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();

        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();

        graphVisual.CleanUp();

        // Grab the width and height from the container
        float graphWidth  = graphContainer.sizeDelta.x;
        float graphHeight = graphContainer.sizeDelta.y;

        // Identify y Min and Max values
        float yMaximum = valueList[0];
        float yMinimum = valueList[0];

        for (int i = Mathf.Max(valueList.Count - maxVisibleValueAmount, 0); i < valueList.Count; i++)
        {
            int value = valueList[i];
            if (value > yMaximum)
            {
                yMaximum = value;
            }
            if (value < yMinimum)
            {
                yMinimum = value;
            }
        }

        float yDifference = yMaximum - yMinimum;

        if (yDifference <= 0)
        {
            yDifference = 5f;
        }
        yMaximum = yMaximum + (yDifference * 0.2f);
        yMinimum = yMinimum - (yDifference * 0.2f);

        yMinimum = 0f; // Start the graph at zero

        // Set the distance between each point on the graph
        float xSize = graphWidth / (maxVisibleValueAmount);

        // Cycle through all visible data points
        int xIndex = 0;

        for (int i = Mathf.Max(valueList.Count - maxVisibleValueAmount, 0); i < valueList.Count; i++)
        {
            float xPosition = xIndex * xSize;
            float yPosition = ((valueList[i] - yMinimum) / (yMaximum - yMinimum)) * graphHeight;

            // Add data point visual
            string             tooltipText       = getAxisLabelY(valueList[i]);
            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xPosition, yPosition), xSize, tooltipText);
            graphVisualObjectList.Add(graphVisualObject);

            // Duplicate the x label template
            RectTransform labelX = Instantiate(labelTemplateX);
            labelX.SetParent(graphContainer, false);
            labelX.gameObject.SetActive(true);
            labelX.anchoredPosition           = new Vector2(xPosition, -7f);
            labelX.GetComponent <Text>().text = getAxisLabelX(i);
            gameObjectList.Add(labelX.gameObject);

            // Duplicate the x dash template
            RectTransform dashX = Instantiate(dashTemplateX);
            dashX.SetParent(dashContainer, false);
            dashX.gameObject.SetActive(true);
            dashX.anchoredPosition = new Vector2(xPosition, -3f);
            gameObjectList.Add(dashX.gameObject);

            xIndex++;

            //graphVisualObjectList[0] = (graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(25, 25), xSize, "F**K"));
        }
        // Set up separators on the y axis
        int separatorCount = 10;

        for (int i = 0; i <= separatorCount; i++)
        {
            // Duplicate the label template
            RectTransform labelY = Instantiate(labelTemplateY);
            labelY.SetParent(graphContainer, false);
            labelY.gameObject.SetActive(true);
            float normalizedValue = i * 1f / separatorCount;
            labelY.anchoredPosition           = new Vector2(-7f, normalizedValue * graphHeight);
            labelY.GetComponent <Text>().text = getAxisLabelY(yMinimum + (normalizedValue * (yMaximum - yMinimum)));
            gameObjectList.Add(labelY.gameObject);

            // Duplicate the dash template
            RectTransform dashY = Instantiate(dashTemplateY);
            dashY.SetParent(dashContainer, false);
            dashY.gameObject.SetActive(true);
            dashY.anchoredPosition = new Vector2(-4f, normalizedValue * graphHeight);
            gameObjectList.Add(dashY.gameObject);
        }
    }
    private void ShowGraph(List <int> valueList, IGraphVisual graphVisual, int maxVisibleValueAmount = -1, Func <int, string> getAxisLabelX = null, Func <float, string> getAxisLabelY = null)
    {
        this.valueList     = valueList;
        this.graphVisual   = graphVisual;
        this.getAxisLabelX = getAxisLabelX;
        this.getAxisLabelY = getAxisLabelY;

        if (maxVisibleValueAmount <= 0)
        {
            // Show all if no amount specified
            maxVisibleValueAmount = valueList.Count;
        }
        if (maxVisibleValueAmount >= 30)
        {
            // Show all if no amount specified
            maxVisibleValueAmount = 30;
        }

        this.maxVisibleValueAmount = maxVisibleValueAmount;

        // Test for label defaults
        if (getAxisLabelX == null)
        {
            getAxisLabelX = delegate(int _i) { return(_i.ToString()); };
        }
        if (getAxisLabelY == null)
        {
            getAxisLabelY = delegate(float _f) { return(Mathf.RoundToInt(_f).ToString()); };
        }

        // Clean up previous graph
        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();
        yLabelList.Clear();

        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();

        graphVisual.CleanUp();

        // Grab the width and height from the container
        float graphWidth  = graphContainer.sizeDelta.x;
        float graphHeight = graphContainer.sizeDelta.y;

        float yMinimum, yMaximum;

        CalculateYScale(out yMinimum, out yMaximum);

        // Set the distance between each point on the graph
        xSize = graphWidth / (maxVisibleValueAmount + 1);

        // Cycle through all visible data points
        int xIndex = 0;

        for (int i = Mathf.Max(valueList.Count - maxVisibleValueAmount, 0); i < valueList.Count; i++)
        {
            float xPosition = xSize + xIndex * xSize;
            float yPosition = ((valueList[i] - yMinimum) / (yMaximum - yMinimum)) * graphHeight;

            // Add data point visual

            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xPosition, yPosition), xSize);
            graphVisualObjectList.Add(graphVisualObject);


            xIndex++;
        }

        // Set up separators on the y axis
        int separatorCount = 5;

        for (int i = 0; i <= separatorCount; i++)
        {
            // Duplicate the label template
            RectTransform labelY = Instantiate(labelTemplateY);
            labelY.SetParent(graphContainer, false);
            labelY.gameObject.SetActive(true);
            float normalizedValue = i * 1f / separatorCount;
            labelY.anchoredPosition           = new Vector2(-7f, normalizedValue * graphHeight);
            labelY.GetComponent <Text>().text = getAxisLabelY(yMinimum + (normalizedValue * (yMaximum - yMinimum)));
            yLabelList.Add(labelY);
            gameObjectList.Add(labelY.gameObject);
        }
    }
示例#6
0
    private void ShowGraph(List <ScoreItem> valueList, int maxVisibleValueAmount = -1)
    {
        this.valueList = valueList;
        IGraphVisual graphVisual = new BarChartVisual(graphContainer, Color.white, .8f);

        getAxisLabelY = (float _f) => "" + (_f / 100);

        if (maxVisibleValueAmount <= 0)
        {
            // Show all if no amount specified
            maxVisibleValueAmount = valueList.Count;
        }
        if (maxVisibleValueAmount > valueList.Count)
        {
            // Validate the amount to show the maximum
            maxVisibleValueAmount = valueList.Count;
        }

        this.maxVisibleValueAmount = maxVisibleValueAmount;

        // Clean up previous graph
        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();
        yLabelList.Clear();

        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();

        graphVisual.CleanUp();

        // Grab the width and height from the container
        float graphWidth  = graphContainer.sizeDelta.x;
        float graphHeight = graphContainer.sizeDelta.y;

        float yMinimum, yMaximum;

        CalculateYScale(out yMinimum, out yMaximum);

        // Set the distance between each point on the graph
        xSize = graphWidth / (maxVisibleValueAmount + 1);

        // Cycle through all visible data points
        int xIndex = 0;

        for (int i = 0; i < valueList.Count; i++)
        {
            float xPosition = xSize + xIndex * xSize;
            float yPosition = ((valueList[i].Score - yMinimum) / (yMaximum - yMinimum)) * graphHeight;

            // Add data point visual
            string             tooltipText       = getAxisLabelY(valueList[i].Score);
            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xPosition, yPosition), xSize, tooltipText);
            graphVisualObjectList.Add(graphVisualObject);

            // Duplicate the x label template
            RectTransform labelX = Instantiate(labelTemplateX);
            labelX.SetParent(graphContainer, false);
            labelX.gameObject.SetActive(true);
            labelX.anchoredPosition           = new Vector2(xPosition - 40, -7f);
            labelX.GetComponent <Text>().text = valueList[i].Name;
            gameObjectList.Add(labelX.gameObject);

            xIndex++;
        }

        // Set up separators on the y axis
        int separatorCount = 10;

        for (int i = 0; i <= separatorCount; i++)
        {
            // Duplicate the label template
            RectTransform labelY = Instantiate(labelTemplateY);
            labelY.SetParent(graphContainer, false);
            labelY.gameObject.SetActive(true);
            float normalizedValue = i * 1f / separatorCount;
            labelY.anchoredPosition           = new Vector2(-7f, normalizedValue * graphHeight);
            labelY.GetComponent <Text>().text = getAxisLabelY(yMinimum + (normalizedValue * (yMaximum - yMinimum)));
            yLabelList.Add(labelY);
            gameObjectList.Add(labelY.gameObject);
        }
    }
    //public static void ShowTooltip_Static(string tooltipText, Vector2 anchoredPosition)
    //{
    //    instance.ShowTooltip(tooltipText, anchoredPosition);
    //}
    //private void ShowTooltip(string tooltipText, Vector2 anchoredPosition)
    //{
    //    tooltipGameObject.SetActive(true);
    //    tooltipGameObject.GetComponent<RectTransform>().anchoredPosition = anchoredPosition;
    //    TextMeshProUGUI tooltipUIText = tooltipGameObject.transform.Find("Text").GetComponent<TextMeshProUGUI>();
    //    tooltipUIText.text = tooltipText;

    //    float textPaddingSize = 4f;
    //    Vector2 backgroundSize = new Vector2(
    //        tooltipUIText.preferredWidth + textPaddingSize * 2f,
    //        tooltipUIText.preferredHeight + textPaddingSize * 2f);

    //    tooltipGameObject.transform.Find("Background").GetComponent<RectTransform>().sizeDelta = backgroundSize;
    //    tooltipGameObject.transform.SetAsLastSibling();
    //}
    //public static void HideTooltip_Static()
    //{
    //    instance.HideTooltip();
    //}
    //private void HideTooltip()
    //{
    //    tooltipGameObject.SetActive(false);
    //}
    private void ShowGraph(List <float> valueList, IGraphVisual graphVisual, RectTransform performancePanel, List <IGraphVisualObject> graphVisualObjectList, List <GameObject> gameObjectList, int startX, int endX, Func <int, string> getAxisLabelX = null, Func <float, string> getAxisLabelY = null)
    {
        this.graphVisual   = graphVisual;
        this.startX        = startX;
        this.endX          = endX;
        this.getAxisLabelX = getAxisLabelX;
        this.getAxisLabelY = getAxisLabelY;

        if (getAxisLabelX == null)
        {
            getAxisLabelX = delegate(int _i) { return(_i.ToString()); };
        }
        if (getAxisLabelY == null)
        {
            getAxisLabelY = delegate(float _f) { return(Mathf.RoundToInt(_f).ToString()); };
        }
        if (endX <= 0)
        {
            endX = valueList.Count;
        }
        foreach (GameObject gameObject in gameObjectList)
        {
            Destroy(gameObject);
        }
        gameObjectList.Clear();
        yLabelList.Clear();
        foreach (IGraphVisualObject graphVisualObject in graphVisualObjectList)
        {
            graphVisualObject.CleanUp();
        }
        graphVisualObjectList.Clear();
        graphVisual.CleanUp();

        float graphWidth  = redPerformance.sizeDelta.x;
        float graphHeight = redPerformance.sizeDelta.y;
        float yMax        = valueList[0];
        float yMin        = valueList[0];

        for (int i = Mathf.Max(startX, 0); i < endX; i++)
        {
            float value = valueList[i];
            if (value > yMax)
            {
                yMax = value;
            }
            if (value < yMin)
            {
                yMin = value;
            }
        }
        float yDifference = yMax - yMin;

        if (yDifference <= 0)
        {
            yDifference = 5f;
        }
        yMax = yMax + (yDifference * 0.2f);
        yMin = yMin - (yDifference * 0.2f);

        if (startYScaleAtZero)
        {
            yMin = 0f; // Start the graph at zero
        }
        xSize = graphWidth / ((endX - startX) + 1);
        int index = 0;
        int gap   = 0;

        if (ScaleXLabel(valueList) != 0)
        {
            gap = valueList.Count / ScaleXLabel(valueList);
        }
        for (int i = Mathf.Max(startX, 0); i < endX; i++)
        {
            float xPosition = xSize + index * xSize;
            float yPosition = ((valueList[i] - yMin) / (yMax - yMin)) * graphHeight;

            string             tooltipText       = valueList[i].ToString();
            IGraphVisualObject graphVisualObject = graphVisual.CreateGraphVisualObject(new Vector2(xPosition, yPosition), xSize, tooltipText);

            graphVisualObjectList.Add(graphVisualObject);

            if (i % gap == 0)
            {
                RectTransform labelX = Instantiate(lableTemplateX);
                labelX.SetParent(performancePanel, false);
                labelX.gameObject.SetActive(true);
                labelX.anchoredPosition = new Vector2(xPosition, -20f);
                labelX.GetComponent <TextMeshProUGUI>().text = getAxisLabelX(i);
                gameObjectList.Add(labelX.gameObject);
            }
            index++;
        }
        int separatorCount = 5;

        for (int i = 0; i <= separatorCount; i++)
        {
            RectTransform labelY = Instantiate(lableTemplateY);
            labelY.SetParent(performancePanel, false);
            labelY.gameObject.SetActive(true);
            float normalizedValue = i * 1f / separatorCount;
            labelY.anchoredPosition = new Vector2(-20f, normalizedValue * graphHeight);
            labelY.GetComponent <TextMeshProUGUI>().text = getAxisLabelY(yMin + normalizedValue * (yMax - yMin));
            yLabelList.Add(labelY);
            gameObjectList.Add(labelY.gameObject);

            //    //RectTransform dashY = Instantiate(dashTemplateX);
            //    //dashY.SetParent(performance, false);
            //    //dashY.gameObject.SetActive(true);
            //    //dashY.anchoredPosition = new Vector2(-4f, normalizedValue * graphHeight);
            //    //gameObjectList.Add(dashY.gameObject);
        }
    }