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();
}
}