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UI를 이용하여 롤 골드그래프를 만들어보자
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class GraphMaker : MonoBehaviour
{
public int SAMPLE_RATE = 10;
Dictionary<int, int[]> AllTeamTotalGold = new Dictionary<int, int[]> { };
[Header("GoldGraph")]
public Transform DotGroup;
public Transform LineGroup;
public Transform InnerFilledGroup;
public GameObject Dot;
public GameObject Line;
public GameObject MaskPanel;
public Color DotGreen;
public Color DotRed;
public Material BlueMat;
public Material PurpleMat;
public RectTransform GraphArea;
private float width;
private float height;
void Start()
{
var rand = new System.Random();
int BlueTeamGold = 0, PurpleTeamGold = 0;
for(int time=0; time < 100; time++)
{
BlueTeamGold = BlueTeamGold + rand.Next(0, 1000);
PurpleTeamGold = PurpleTeamGold + rand.Next(0, 1000);
AllTeamTotalGold.Add(time, new[] { BlueTeamGold, PurpleTeamGold });
}
width = GraphArea.rect.width;
height = GraphArea.rect.height;
DrawGoldGraph();
}
private void DrawGoldGraph()
{
float startPositionX = -width / 2;
float maxYPosition = height / 2;
var comparisonValue = new Dictionary<int, float>();
var innterFilled = new List<Vector3>();
foreach (var pair in AllTeamTotalGold)
comparisonValue.Add(pair.Key, pair.Value[0] - pair.Value[1]);
float MaxValue = comparisonValue.Max(x => Mathf.Abs(x.Value));
Vector2 prevDotPos = Vector2.zero;
for (int i = 0; i < SAMPLE_RATE; i++)
{
// Dot
GameObject dot = Instantiate(Dot, DotGroup, true);
dot.transform.localScale = Vector3.one;
RectTransform dotRT = dot.GetComponent<RectTransform>();
Image dotImage = dot.GetComponent<Image>();
int tick = SAMPLE_RATE - 1 == i ? AllTeamTotalGold.Count-1 : AllTeamTotalGold.Count / (SAMPLE_RATE - 1) * i;
float yPos = comparisonValue[tick] / MaxValue;
dotImage.color = yPos >= 0f ? DotGreen : DotRed;
dotRT.anchoredPosition = new Vector2(startPositionX + (width / (SAMPLE_RATE - 1) * i), maxYPosition * yPos);
innterFilled.Add(dotRT.anchoredPosition);
// Line
if (i == 0)
{
prevDotPos = dotRT.anchoredPosition;
continue;
}
GameObject line = Instantiate(Line, LineGroup, true);
line.transform.localScale = Vector3.one;
RectTransform lineRT = line.GetComponent<RectTransform>();
Image lineImage = line.GetComponent<Image>();
float lineWidth = Vector2.Distance(prevDotPos, dotRT.anchoredPosition);
float xPos = (prevDotPos.x + dotRT.anchoredPosition.x) / 2;
yPos = (prevDotPos.y + dotRT.anchoredPosition.y) / 2;
Vector2 dir = (dotRT.anchoredPosition - prevDotPos).normalized;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
lineRT.anchoredPosition = new Vector2(xPos, yPos);
lineRT.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, lineWidth);
lineRT.localRotation = Quaternion.Euler(0f, 0f, angle);
GameObject maskPanel = Instantiate(MaskPanel, Vector3.zero, Quaternion.identity);
maskPanel.transform.SetParent(LineGroup);
maskPanel.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
maskPanel.transform.SetParent(line.transform);
prevDotPos = dotRT.anchoredPosition;
}
CreateFilledGraphShape(innterFilled.ToArray());
}
private void CreateFilledGraphShape(Vector3[] linePoints)
{
List<Vector3> filledGraphPointList = new List<Vector3>();
Vector3 tmp;
float x;
for (int i = 0; i < linePoints.Length; ++i)
{
filledGraphPointList.Add(new Vector3(linePoints[i].x, 0, 0));
filledGraphPointList.Add(new Vector3(linePoints[i].x, linePoints[i].y, 0));
if (i + 1 < linePoints.Length)
{
if (linePoints[i].y < 0 && linePoints[i + 1].y >= 0)
{
x = Mathf.Lerp(linePoints[i].x, linePoints[i + 1].x, Mathf.Abs(linePoints[i].y) / (Mathf.Abs(linePoints[i].y) + Mathf.Abs(linePoints[i + 1].y)));
tmp = new Vector3(x, 0f, 0f);
filledGraphPointList.Add(tmp);
MakeRenderer(filledGraphPointList.ToArray(), filledGraphPointList.Count, PurpleMat);
filledGraphPointList.Clear();
filledGraphPointList.Add(tmp);
}
else if (linePoints[i].y > 0 && linePoints[i + 1].y <= 0)
{
x = Mathf.Lerp(linePoints[i].x, linePoints[i + 1].x, Mathf.Abs(linePoints[i].y) / (Mathf.Abs(linePoints[i].y) + Mathf.Abs(linePoints[i + 1].y)));
tmp = new Vector3(x, 0f, 0f);
filledGraphPointList.Add(tmp);
MakeRenderer(filledGraphPointList.ToArray(), filledGraphPointList.Count, BlueMat);
filledGraphPointList.Clear();
filledGraphPointList.Add(tmp);
}
}
}
if (filledGraphPointList[filledGraphPointList.Count - 1].y >= 0)
{
MakeRenderer(filledGraphPointList.ToArray(), filledGraphPointList.Count, BlueMat);
}
else
{
MakeRenderer(filledGraphPointList.ToArray(), filledGraphPointList.Count, PurpleMat);
}
}
private void MakeRenderer(Vector3[] graphPoints, int count, Material innerFill)
{
int trinangleCount = count - 2;
int[] triangles = new int[trinangleCount * 3];
int idx = 0;
int ex = trinangleCount / 2;
for (int i = 0; i < ex; i++)
{
triangles[idx++] = 2 * i;
triangles[idx++] = 2 * i + 1;
triangles[idx++] = 2 * i + 2;
triangles[idx++] = 2 * i + 1;
triangles[idx++] = 2 * i + 2;
triangles[idx++] = 2 * i + 3;
}
if (count % 2 == 1)
{
triangles[idx++] = 2 * ex;
triangles[idx++] = 2 * ex + 1;
triangles[idx++] = 2 * ex + 2;
}
Mesh filledGraphMesh = new Mesh();
filledGraphMesh.vertices = graphPoints;
filledGraphMesh.triangles = triangles;
GameObject filledGraph = new GameObject("Filled graph");
CanvasRenderer renderer = filledGraph.AddComponent<CanvasRenderer>();
renderer.SetMesh(filledGraphMesh);
renderer.SetMaterial(innerFill, null);
filledGraph.transform.SetParent(InnerFilledGroup);
filledGraph.AddComponent<RectTransform>().anchoredPosition = Vector2.zero;
}
}
중간중간 글쓰면서 코드를 살짝 바꾼 부분이 있어 아주약간 다를 수 있습니다..
시작은 0부터, 격차가 0일때는 블루 퍼플말고 다른색으로 등등은 귀찮아서 제외했습니다.
틀린 부분이나 개선 사항 지적은 언제나 환영입니다.
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