轮转图与雷达图

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;

public class Chart2d : MonoBehaviour,IDragHandler,IEndDragHandler
{
    public GameObject prefab;//预制体
    public int num;//个数
    public float spacing;//间距

    float c;//周长
    float r;//半径
    float ang;//每个角的弧度
    float dis = 0;//拖动的距离
    float max = 1;//缩放最大值
    float min = 0.5f;//缩放最小值
    float cutSpeed = 100;//速度

    List<GameObject> list = new List<GameObject>();//查找预制体用集合
    List<Transform> sorts = new List<Transform>();//排序用集合
    // Start is called before the first frame update
    void Start()
    {
        //周长 = (宽 + 间距)* 个数
        c = (prefab.GetComponent<Image>().rectTransform.rect.width + spacing) * num;
        //半径 = 周长/圆的弧度
        r = c / (2 * Mathf.PI);
        //每个角的弧度 = 圆的弧度/个数
        ang = (2 * Mathf.PI) / num;
        Move();
    }
    public void Move()
    {
        //移动的弧度 = 拖动的距离/半径
        float moveang = dis / r;
        for (int i = 0; i < num; i++)
        {
            float x = Mathf.Sin(i * ang + moveang) * r;
            float z = Mathf.Cos(i * ang + moveang) * r;
            //计算缩放比值,例如:半径是1,最近是-1最远是1,所以要算直径的比值,
            //将最近和最远都+1,得出0到2的值,用它与直径2作比较
            float p = (z + r) / (2 * r);
            //进大远小需要反过来,0是离你比较进的距离
            p = 1 - p;
            //用比值计算缩放 区间 * 比例 + 最小值
            float scale = (max - min) * p + min;
            //没有就创建
            if (list.Count <= i)
            {
                GameObject image = Instantiate(prefab.gameObject, transform);
                image.name = i.ToString();
                list.Add(image);
                sorts.Add(image.transform);
            }
            //设置位置
            list[i].transform.localPosition = Vector3.right * x;
            //设置缩放
            list[i].transform.localScale = Vector3.one * scale;
        }
        //按缩放排序
        sorts.Sort((a, b) =>
        {
            if (a.localScale.x < b.localScale.x)
            {
                return -1;
            }
            else if (a.localScale.x == b.localScale.x)
            {
                return 0;
            }
            else
            {
                return 1;
            }
        });
        //根据排序设置渲染顺序
        for (int i = 0; i < sorts.Count; i++)
        {
            sorts[i].SetSiblingIndex(i);
        }
    }

    //拖动
    public void OnDrag(PointerEventData eventData)
    {
        //横向拖动距离
        dis -= eventData.delta.x;
        Move();
    }
    //拖动停止计算惯性
    public void OnEndDrag(PointerEventData eventData)
    {
        //停止时的速度
        float startspeed = eventData.delta.x;
        float endspeed = 0;
        //计算停止的时间
        float time = Mathf.Abs(startspeed) / cutSpeed;
        DOTween.To((float a) =>
        {
            dis -= a;
            Move();
        }, startspeed, endspeed, time).OnComplete(() =>
        {
            //停止后对齐最大的
            Align(list.IndexOf(sorts[num - 1].gameObject));
        });
    }
    //对齐指定下标
    public void Align(int n)
    {
        //当前的下标
        int i = list.IndexOf(sorts[num - 1].gameObject);
        //计算与指定下标相隔多少个
        int s = i - n;
        int s2 = num - Mathf.Abs(s);
        s2 = s > 0 ? -s2 : s2;
        int s3 = Mathf.Abs(s) < Mathf.Abs(s2) ? s : s2;
        //需要转动的弧度
        float moveAng = Mathf.Asin(sorts[num - 1].localPosition.x / r) + s3 * ang;
        //需要转动的距离
        float moveDis = moveAng * r;
        //需要转动的时间
        float time = Mathf.Abs(moveDis) / cutSpeed;
        DOTween.To((float a) =>
        {
            dis = a;
            Move();
        }, dis, dis + moveDis, time).OnComplete(() =>
        {
            //对齐后调用预制体上的函数
            //sorts[num - 1].GetComponent<xx>().xx();
        });
    }
}

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

[RequireComponent(typeof(CanvasRenderer))]

public class Radar : MaskableGraphic,IPointerClickHandler
{
    int n = 5;   
    float r = 200;  
    float angle;   
    [Range(0, 1)]
    public float[] ranges;
    protected override void Start()
    {
        ranges = new float[n];
        for (int i = 0; i < n; i++)
        {
            ranges[i] = 0.5f;
        }
        angle = (Mathf.PI * 2) / n;
        SetAllDirty();
    }
    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();  
        vh.AddVert(new Vector3(0, 0, 0), Color.red, Vector2.zero); 
        for (int i = 0; i < n; i++)
        {
            float x = Mathf.Sin(i * angle) * r * Mathf.Clamp(ranges[i], 0.2f, 0.7f);
            float y = Mathf.Cos(i * angle) * r * Mathf.Clamp(ranges[i], 0.2f, 0.7f);
            vh.AddVert(new Vector3(x, y, 0), Color.red, Vector2.zero);
        }
        for (int i = 0; i < n; i++)
        {
            if (i == 0)
            {
                vh.AddTriangle(0, n, 1); 
            }
            else
            {
                vh.AddTriangle(0, i, i + 1);
            }
        }
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        for(int i=0;i<ranges.Length; i++)
        {
            float r = Random.Range(0.2f, 0.8f);
            ranges[i] = r;
        }
        OnPopulateMesh(new VertexHelper());
        SetAllDirty();
    }
}

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