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Repository: geniikw/DataRenderer2D
Branch: master
Commit: 4e520442f513
Files: 217
Total size: 469.9 KB
Directory structure:
gitextract_q2o_bmtb/
├── .gitattributes
├── .gitignore
├── .vscode/
│ ├── extensions.json
│ ├── launch.json
│ └── settings.json
├── Assets/
│ ├── DataRenderer2D/
│ │ ├── Core/
│ │ │ ├── Interfaces.cs
│ │ │ ├── Interfaces.cs.meta
│ │ │ ├── MeshMath.cs
│ │ │ ├── MeshMath.cs.meta
│ │ │ ├── Quad.cs
│ │ │ ├── Quad.cs.meta
│ │ │ ├── Triangle.cs
│ │ │ ├── Triangle.cs.meta
│ │ │ ├── UIDataMesh.cs
│ │ │ ├── UIDataMesh.cs.meta
│ │ │ ├── Vertex.cs
│ │ │ ├── Vertex.cs.meta
│ │ │ ├── WorldDataMesh.cs
│ │ │ └── WorldDataMesh.cs.meta
│ │ ├── Core.meta
│ │ ├── Example/
│ │ │ ├── Scripts/
│ │ │ │ ├── DragAddPoint.cs
│ │ │ │ ├── DragAddPoint.cs.meta
│ │ │ │ ├── DragExample.cs
│ │ │ │ ├── DragExample.cs.meta
│ │ │ │ ├── DragMove.cs
│ │ │ │ ├── DragMove.cs.meta
│ │ │ │ ├── MonobehaviourExtension.cs
│ │ │ │ ├── MonobehaviourExtension.cs.meta
│ │ │ │ ├── ScriptScenario.cs
│ │ │ │ └── ScriptScenario.cs.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Stuff/
│ │ │ │ ├── BackGroundMaterial.mat
│ │ │ │ ├── BackGroundMaterial.mat.meta
│ │ │ │ ├── Text.controller
│ │ │ │ ├── Text.controller.meta
│ │ │ │ ├── UIPolygon (2).controller
│ │ │ │ ├── UIPolygon (2).controller.meta
│ │ │ │ ├── hexagon.anim
│ │ │ │ ├── hexagon.anim.meta
│ │ │ │ ├── hole.anim
│ │ │ │ ├── hole.anim.meta
│ │ │ │ ├── hole.controller
│ │ │ │ ├── hole.controller.meta
│ │ │ │ ├── line 1.controller
│ │ │ │ ├── line 1.controller.meta
│ │ │ │ ├── line.controller
│ │ │ │ ├── line.controller.meta
│ │ │ │ ├── lineanimation.anim
│ │ │ │ ├── lineanimation.anim.meta
│ │ │ │ ├── mainLine.anim
│ │ │ │ ├── mainLine.anim.meta
│ │ │ │ ├── textAnimator.anim
│ │ │ │ └── textAnimator.anim.meta
│ │ │ ├── Stuff.meta
│ │ │ ├── Symbol.prefab
│ │ │ ├── Symbol.prefab.meta
│ │ │ ├── drag example.unity
│ │ │ ├── drag example.unity.meta
│ │ │ ├── line animation example.unity
│ │ │ ├── line animation example.unity.meta
│ │ │ ├── polygon example.unity
│ │ │ └── polygon example.unity.meta
│ │ ├── Example.meta
│ │ ├── Hole/
│ │ │ ├── Editor/
│ │ │ │ ├── HoleEditor.cs
│ │ │ │ ├── HoleEditor.cs.meta
│ │ │ │ ├── MenuExtender.cs
│ │ │ │ └── MenuExtender.cs.meta
│ │ │ ├── Editor.meta
│ │ │ ├── HoleDrawer.cs
│ │ │ ├── HoleDrawer.cs.meta
│ │ │ ├── HoleInfo.cs
│ │ │ ├── HoleInfo.cs.meta
│ │ │ ├── UIHole.cs
│ │ │ ├── UIHole.cs.meta
│ │ │ ├── h.unity
│ │ │ └── h.unity.meta
│ │ ├── Hole.meta
│ │ ├── Line/
│ │ │ ├── Editor/
│ │ │ │ ├── EditorSetting.asset
│ │ │ │ ├── EditorSetting.asset.meta
│ │ │ │ ├── EditorSetting.cs
│ │ │ │ ├── EditorSetting.cs.meta
│ │ │ │ ├── LineEditor.cs
│ │ │ │ ├── LineEditor.cs.meta
│ │ │ │ ├── LineInpectorHandler.cs
│ │ │ │ ├── LineInpectorHandler.cs.meta
│ │ │ │ ├── MenuExtender.cs
│ │ │ │ ├── MenuExtender.cs.meta
│ │ │ │ ├── PointHandler.cs
│ │ │ │ ├── PointHandler.cs.meta
│ │ │ │ ├── PointPropertyDrawer.cs
│ │ │ │ ├── PointPropertyDrawer.cs.meta
│ │ │ │ ├── SplinePropertyDrawer.cs
│ │ │ │ ├── SplinePropertyDrawer.cs.meta
│ │ │ │ ├── Test/
│ │ │ │ │ ├── BezierLengthTest.cs
│ │ │ │ │ ├── BezierLengthTest.cs.meta
│ │ │ │ │ ├── MeshDataTest.cs
│ │ │ │ │ └── MeshDataTest.cs.meta
│ │ │ │ ├── Test.meta
│ │ │ │ ├── UILineEditor.cs
│ │ │ │ └── UILineEditor.cs.meta
│ │ │ ├── Editor.meta
│ │ │ ├── Scripts/
│ │ │ │ ├── Component/
│ │ │ │ │ ├── GizmoLine.cs
│ │ │ │ │ ├── GizmoLine.cs.meta
│ │ │ │ │ ├── UILine.cs
│ │ │ │ │ ├── UILine.cs.meta
│ │ │ │ │ ├── WorldLine.cs
│ │ │ │ │ └── WorldLine.cs.meta
│ │ │ │ ├── Component.meta
│ │ │ │ ├── Data/
│ │ │ │ │ ├── ISpline.cs
│ │ │ │ │ ├── ISpline.cs.meta
│ │ │ │ │ ├── Line.Editor.cs
│ │ │ │ │ ├── Line.Editor.cs.meta
│ │ │ │ │ ├── Line.Pair.cs
│ │ │ │ │ ├── Line.Pair.cs.meta
│ │ │ │ │ ├── Line.Triple.cs
│ │ │ │ │ ├── Line.Triple.cs.meta
│ │ │ │ │ ├── Line.cs
│ │ │ │ │ ├── Line.cs.meta
│ │ │ │ │ ├── LineOption.cs
│ │ │ │ │ ├── LineOption.cs.meta
│ │ │ │ │ ├── Point.cs
│ │ │ │ │ └── Point.cs.meta
│ │ │ │ ├── Data.meta
│ │ │ │ ├── Process/
│ │ │ │ │ ├── MeshBuilder/
│ │ │ │ │ │ ├── InterfaceDraw.cs
│ │ │ │ │ │ ├── InterfaceDraw.cs.meta
│ │ │ │ │ │ ├── IntersectJointDrawer.cs
│ │ │ │ │ │ ├── IntersectJointDrawer.cs.meta
│ │ │ │ │ │ ├── LineBuilder.cs
│ │ │ │ │ │ ├── LineBuilder.cs.meta
│ │ │ │ │ │ ├── NormalBezierDrawer.cs
│ │ │ │ │ │ ├── NormalBezierDrawer.cs.meta
│ │ │ │ │ │ ├── NormalJointDrawer.cs
│ │ │ │ │ │ ├── NormalJointDrawer.cs.meta
│ │ │ │ │ │ ├── RoundCapDrawer.cs
│ │ │ │ │ │ └── RoundCapDrawer.cs.meta
│ │ │ │ │ ├── MeshBuilder.meta
│ │ │ │ │ ├── Static/
│ │ │ │ │ │ ├── Curve.cs
│ │ │ │ │ │ ├── Curve.cs.meta
│ │ │ │ │ │ ├── CurveLength.cs
│ │ │ │ │ │ └── CurveLength.cs.meta
│ │ │ │ │ └── Static.meta
│ │ │ │ └── Process.meta
│ │ │ └── Scripts.meta
│ │ ├── Line.meta
│ │ ├── Polygon/
│ │ │ ├── Editor/
│ │ │ │ ├── MeneExtender.cs
│ │ │ │ ├── MeneExtender.cs.meta
│ │ │ │ ├── PolygonEditor.cs
│ │ │ │ ├── PolygonEditor.cs.meta
│ │ │ │ ├── PolygonPropertyDrawer.cs
│ │ │ │ └── PolygonPropertyDrawer.cs.meta
│ │ │ ├── Editor.meta
│ │ │ ├── Scripts/
│ │ │ │ ├── CircleCalculator.cs
│ │ │ │ ├── CircleCalculator.cs.meta
│ │ │ │ ├── Component/
│ │ │ │ │ ├── UIPolygon.cs
│ │ │ │ │ ├── UIPolygon.cs.meta
│ │ │ │ │ ├── WorldPolygon.cs
│ │ │ │ │ └── WorldPolygon.cs.meta
│ │ │ │ ├── Component.meta
│ │ │ │ ├── Drawer/
│ │ │ │ │ ├── HolePolygon.cs
│ │ │ │ │ ├── HolePolygon.cs.meta
│ │ │ │ │ ├── ZigZagPolygon.cs
│ │ │ │ │ └── ZigZagPolygon.cs.meta
│ │ │ │ ├── Drawer.meta
│ │ │ │ ├── PolygonData.cs
│ │ │ │ ├── PolygonData.cs.meta
│ │ │ │ ├── PolygonDrawManager.cs
│ │ │ │ ├── PolygonDrawManager.cs.meta
│ │ │ │ ├── PolygonFactory.cs
│ │ │ │ └── PolygonFactory.cs.meta
│ │ │ └── Scripts.meta
│ │ ├── Polygon.meta
│ │ ├── Readme.txt
│ │ ├── Readme.txt.meta
│ │ ├── Signal/
│ │ │ ├── Editor/
│ │ │ │ ├── MenuExtender.cs
│ │ │ │ └── MenuExtender.cs.meta
│ │ │ ├── Editor.meta
│ │ │ ├── Scripts/
│ │ │ │ ├── Builder/
│ │ │ │ │ ├── SignalBuilder.cs
│ │ │ │ │ └── SignalBuilder.cs.meta
│ │ │ │ ├── Builder.meta
│ │ │ │ ├── Component/
│ │ │ │ │ ├── UISignal.cs
│ │ │ │ │ └── UISignal.cs.meta
│ │ │ │ ├── Component.meta
│ │ │ │ ├── Signal.cs
│ │ │ │ └── Signal.cs.meta
│ │ │ └── Scripts.meta
│ │ └── Signal.meta
│ └── DataRenderer2D.meta
├── LICENSE
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── MultiplayerManager.asset
│ ├── NavMeshAreas.asset
│ ├── NavMeshLayers.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── VersionControlSettings.asset
├── README.md
├── UserSettings/
│ ├── EditorUserSettings.asset
│ ├── Layouts/
│ │ └── default-6000.dwlt
│ ├── Search.index
│ └── Search.settings
└── patchnode.md
================================================
FILE CONTENTS
================================================
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================================================
FILE: Assets/DataRenderer2D/Core/Interfaces.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace geniikw.DataRenderer2D
{
public interface IUnitSize
{
Vector2 Size { get; }
}
public interface IMesh
{
IEnumerable<Vertex> Vertices { get; }
IEnumerable<int> Triangles { get; }
}
public interface IMeshDrawer
{
IEnumerable<IMesh> Draw();
}
}
================================================
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FILE: Assets/DataRenderer2D/Core/MeshMath.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D
{
///http://wiki.unity3d.com/index.php/3d_Math_functions
public class Intersect
{
public static bool LineLineIntersection(out Vector3 intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2)
{
Vector3 lineVec3 = linePoint2 - linePoint1;
Vector3 crossVec1and2 = Vector3.Cross(lineVec1, lineVec2);
Vector3 crossVec3and2 = Vector3.Cross(lineVec3, lineVec2);
float planarFactor = Vector3.Dot(lineVec3, crossVec1and2);
//is coplanar, and not parrallel
if (Mathf.Abs(planarFactor) < 0.0001f && crossVec1and2.sqrMagnitude > 0.0001f)
{
float s = Vector3.Dot(crossVec3and2, crossVec1and2) / crossVec1and2.sqrMagnitude;
intersection = linePoint1 + (lineVec1 * s);
return true;
}
else
{
intersection = Vector3.zero;
return false;
}
}
//Two non-parallel lines which may or may not touch each other have a point on each line which are closest
//to each other. This function finds those two points. If the lines are not parallel, the function
//outputs true, otherwise false.
public static bool ClosestPointsOnTwoLines(out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2)
{
if((linePoint1 - linePoint2).sqrMagnitude < Mathf.Epsilon)
{
closestPointLine1 = linePoint1;
closestPointLine2 = linePoint2;
return true;
}
closestPointLine1 = Vector3.zero;
closestPointLine2 = Vector3.zero;
float a = Vector3.Dot(lineVec1, lineVec1);
float b = Vector3.Dot(lineVec1, lineVec2);
float e = Vector3.Dot(lineVec2, lineVec2);
float d = a * e - b * b;
//lines are not parallel
if (d != 0.0f)
{
Vector3 r = linePoint1 - linePoint2;
float c = Vector3.Dot(lineVec1, r);
float f = Vector3.Dot(lineVec2, r);
float s = (b * f - c * e) / d;
float t = (a * f - c * b) / d;
closestPointLine1 = linePoint1 + lineVec1 * s;
closestPointLine2 = linePoint2 + lineVec2 * t;
return true;
}
else
{
return false;
}
}
}
}
================================================
FILE: Assets/DataRenderer2D/Core/MeshMath.cs.meta
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FILE: Assets/DataRenderer2D/Core/Quad.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D
{
public struct Quad : IMesh
{
Vertex _p0;
Vertex _p1;
Vertex _p2;
Vertex _p3;
public Quad(Vertex p0, Vertex p1, Vertex p2, Vertex p3)
{
_p0 = p0;
_p1 = p1;
_p2 = p2;
_p3 = p3;
}
public Quad(Vector2 size, Vector2 center, Color color)
{
_p0 = Vertex.New(center - new Vector2(-size.x, -size.y) / 2f, new Vector2(0, 0), color);
_p1 = Vertex.New(center - new Vector2(size.x, -size.y) / 2f, new Vector2(0, 0), color);
_p2 = Vertex.New(center - new Vector2(-size.x, size.y) / 2f, new Vector2(0, 0), color);
_p3 = Vertex.New(center - new Vector2(size.x, size.y) / 2f, new Vector2(0, 0), color);
}
public IEnumerable<Vertex> Vertices
{
get
{
yield return _p0;
yield return _p1;
yield return _p2;
yield return _p3;
}
}
public IEnumerable<int> Triangles
{
get
{
var list = new int[] { 0, 2, 1, 1, 2, 3 };
foreach (var number in list)
yield return number;
}
}
}
}
================================================
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FILE: Assets/DataRenderer2D/Core/Triangle.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D
{
public struct Triangle : IMesh
{
Vertex _p0;
Vertex _p1;
Vertex _p2;
public Triangle(Vertex p0, Vertex p1, Vertex p2)
{
_p0 = p0;
_p1 = p1;
_p2 = p2;
}
public IEnumerable<Vertex> Vertices
{
get
{
yield return _p0;
yield return _p1;
yield return _p2;
}
}
public IEnumerable<int> Triangles
{
get
{
var list = new int[] { 0, 2, 1 };
foreach (var number in list)
yield return number;
}
}
}
}
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FILE: Assets/DataRenderer2D/Core/UIDataMesh.cs
================================================
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
namespace geniikw.DataRenderer2D
{
public abstract class UIDataMesh : Image, IMeshModifier
{
bool m_geometryUpdateFlag = false;
IEnumerable<IMesh> _mesh;
IEnumerable<IMesh> Mesh
{
get { return _mesh ?? (_mesh = DrawerFactory); }
}
protected abstract IEnumerable<IMesh> DrawerFactory { get; }
protected override void Awake()
{
base.Awake();
}
public void GeometyUpdateFlagUp()
{
m_geometryUpdateFlag = true;
}
public void LateUpdate()
{
if (m_geometryUpdateFlag)
{
UpdateGeometry();
m_geometryUpdateFlag = false;
}
}
public void ModifyMesh(Mesh mesh)
{
using (var vh = new VertexHelper(mesh))
{
ModifyMesh(vh);
vh.FillMesh(mesh);
}
}
public void ModifyMesh(VertexHelper verts)
{
verts.Clear();
Queue<int> buffer = new Queue<int>();
foreach (var m in Mesh)
{
foreach (var t in m.Triangles)
{
buffer.Enqueue(t);
if (buffer.Count == 3)
{
var c = verts.currentVertCount;
verts.AddTriangle(c + buffer.Dequeue(), c + buffer.Dequeue(), c + buffer.Dequeue());
}
}
foreach (var v in m.Vertices)
verts.AddVert(v.position, v.color, v.uv);
}
}
}
}
================================================
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FILE: Assets/DataRenderer2D/Core/Vertex.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D
{
public struct Vertex
{
public Vector3 position;
public Vector2 uv;
public Color color;
public Vertex(Vector3 pos, Vector2 u, Color c)
{
position = pos;
uv = u;
color = c;
}
public static Vertex New(Vector3 pos, Vector2 uv, Color color)
{
return new Vertex(pos, uv, color);
}
public static Vertex New(float x, float y, float z, float u, float v, Color color)
{
return new Vertex(new Vector3(x,y,z), new Vector2(u,v), color);
}
}
}
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================================================
FILE: Assets/DataRenderer2D/Core/WorldDataMesh.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace geniikw.DataRenderer2D
{
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public abstract class WorldDataMesh : MonoBehaviour
{
public bool updateInUpdate = true;
IEnumerable<IMesh> _mesh;
IEnumerable<IMesh> Mesh { get { return _mesh ?? (_mesh = MeshFactory); } }
int bufferSize = 100;
Vector3[] vBuffer;
Vector2[] uvBuffer;
Color[] colorBuffer;
int[] tBuffer;
bool m_geometryUpdateFlag = false;
abstract protected IEnumerable<IMesh> MeshFactory { get; }
MeshFilter m_mf;
MeshFilter Mf
{
get
{
return m_mf ?? (m_mf = GetComponent<MeshFilter>());
}
}
protected virtual void Awake()
{
AllocateBuffer(bufferSize);
}
public void Reset()
{
var mf = GetComponent<MeshFilter>();
if (mf.sharedMesh == null)
{
MakeNewMesh();
}
}
private void Update()
{
m_geometryUpdateFlag = true;
}
public void LateUpdate()
{
if (m_geometryUpdateFlag)
{
UpdateGeometry();
m_geometryUpdateFlag = false;
}
}
public void MakeNewMesh()
{
var mf = GetComponent<MeshFilter>();
var mesh = new Mesh();
mesh.name = name;
mf.mesh = mesh;
}
public void UpdateGeometry()
{
var mf = GetComponent<MeshFilter>();
mf.sharedMesh.Clear();
var vc = 0;
var tc = 0;
foreach (var mesh in Mesh)
{
foreach (var t in mesh.Triangles)
{
if (tc > tBuffer.Length - 1)
ExtendBuffer();
tBuffer[tc] = vc + t;
tc++;
}
foreach (var v in mesh.Vertices)
{
if (vc > vBuffer.Length - 1)
ExtendBuffer();
vBuffer[vc] = v.position;
uvBuffer[vc] = v.uv;
colorBuffer[vc] = v.color;
vc++;
}
}
while (vc < vBuffer.Length)
{
vBuffer[vc] = Vector3.zero;
uvBuffer[vc] = Vector2.zero;
colorBuffer[vc] = Color.white;
vc++;
}
while (tc < vBuffer.Length)
{
tBuffer[tc] = 0;
tc++;
}
mf.sharedMesh.vertices = vBuffer;
mf.sharedMesh.uv = uvBuffer;
mf.sharedMesh.triangles = tBuffer;
mf.sharedMesh.colors = colorBuffer;
mf.sharedMesh.RecalculateNormals();
mf.sharedMesh.RecalculateTangents();
mf.sharedMesh.RecalculateBounds();
}
private void AllocateBuffer(int size)
{
vBuffer = new Vector3[size];
uvBuffer = new Vector2[size];
colorBuffer = new Color[size];
tBuffer = new int[size * 6];
}
private void ExtendBuffer()
{
var tempV = vBuffer;
var tempUV = uvBuffer;
var tempC = colorBuffer;
var tempT = tBuffer;
//Debug.Log("Size double up : " + bufferSize);
bufferSize *= 2;
AllocateBuffer(bufferSize);
Array.Copy(tempV, vBuffer, tempV.Length);
Array.Copy(tempUV, uvBuffer, tempUV.Length);
Array.Copy(tempC, colorBuffer, tempC.Length);
Array.Copy(tempT, tBuffer, tempT.Length);
}
public void GeometyUpdateFlagUp()
{
m_geometryUpdateFlag = true;
}
}
}
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================================================
FILE: Assets/DataRenderer2D/Example/Scripts/DragAddPoint.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace geniikw.DataRenderer2D.Example
{
public class DragAddPoint : MonoBehaviour, IDragHandler,IPointerDownHandler
{
public bool modeToggle = false;
public float addDistance = 3f;
UILine m_line;
Vector3 m_prevPos;
public Text text;
private void Start()
{
m_line = GetComponent<UILine>();
}
public void OnDrag(PointerEventData eventData)
{
if (modeToggle && Vector3.Distance(m_prevPos, eventData.position) > addDistance)
{
m_line.line.Push();
m_prevPos = eventData.position;
}
m_line.line.EditPoint(eventData.position);
}
public void OnPointerDown(PointerEventData eventData)
{
m_line.line.Push();
m_line.line.EditPoint(eventData.position);
}
public void Toggle()
{
modeToggle = !modeToggle;
text.text = modeToggle ? "Drag!" : "Click!";
}
}
}
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================================================
FILE: Assets/DataRenderer2D/Example/Scripts/DragExample.cs
================================================
using geniikw.DataRenderer2D;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D.Example
{
public class DragExample : MonoBehaviour
{
public UILine line;
public Gradient grad;
public Gradient red;
private bool isGrad = false;
public void Clear()
{
line.line.Clear();
}
public void ColorToggle()
{
if (isGrad)
line.line.option.color = grad;
else
line.line.option.color = red;
isGrad = !isGrad;
line.GeometyUpdateFlagUp();
}
}
}
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FILE: Assets/DataRenderer2D/Example/Scripts/DragMove.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace geniikw.DataRenderer2D.Example
{
[RequireComponent(typeof(RectTransform))]
public class DragMove : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
public RectTransform Rect { get { return GetComponent<RectTransform>(); } }
public RectTransform ClampArea;
public void OnDrag(PointerEventData eventData)
{
var pos = ClampArea.InverseTransformPoint( eventData.position);
var xmin = (ClampArea.rect.xMin + Rect.rect.width / 2f) ;
var xmax = (ClampArea.rect.xMax - Rect.rect.width / 2f) ;
var ymin = (ClampArea.rect.yMin + Rect.rect.height / 2f);
var ymax = (ClampArea.rect.yMax - Rect.rect.height / 2f);
pos.x = Mathf.Clamp(pos.x, xmin, xmax);
pos.y = Mathf.Clamp(pos.y, ymin, ymax);
transform.localPosition = pos;
}
public void OnPointerDown(PointerEventData eventData)
{
}
public void OnPointerUp(PointerEventData eventData)
{
}
}
}
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FILE: Assets/DataRenderer2D/Example/Scripts/MonobehaviourExtension.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace geniikw.DataRenderer2D.Example
{
public static class MonobehaviourExtension
{
public static Coroutine TweenMove(this MonoBehaviour owner, Vector3 end, float t)
{
return owner.StartCoroutine(MoveRoutine(owner.transform, end, t));
}
public static Coroutine TweenScale(this MonoBehaviour owner, Vector3 end, float t)
{
return owner.StartCoroutine(ScalerRoutine(owner.transform, end, t));
}
public static Coroutine TweenColor(this MonoBehaviour owner, Color end, float t)
{
var image = owner.GetComponent<Image>();
if (image == null)
return null ;
return owner.StartCoroutine(ImageColorTween(image, end, t));
}
static IEnumerator ScalerRoutine(Transform owner, Vector3 end, float time)
{
float t = 0f;
Vector3 start = owner.localScale;
while (t < 1f)
{
t += Time.deltaTime / time;
owner.localScale = Vector3.Lerp(start, end, t);
yield return null;
}
}
static IEnumerator MoveRoutine(Transform owner, Vector3 end, float time)
{
float t = 0f;
Vector3 start = owner.position;
while (t < 1f)
{
t += Time.deltaTime / time;
owner.position = Vector3.Lerp(start, end, t);
yield return null;
}
}
static IEnumerator ImageColorTween(Image target, Color end, float time)
{
float t = 0f;
var start = target.color;
while (t < 1f)
{
t += Time.deltaTime / time;
target.color = Color.Lerp(start, end, t);
yield return null;
}
}
}
}
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FILE: Assets/DataRenderer2D/Example/Scripts/ScriptScenario.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace geniikw.DataRenderer2D.Example {
public class ScriptScenario : MonoBehaviour {
public List<Transform> list = new List<Transform>();
UILine m_line;
// Use this for initialization
public void Start()
{
StartCoroutine(StartRoutine());
}
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yield return null;
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t = 0f;
while (t < 1f)
{
t += Time.deltaTime;
m_line.line.option.startRatio = t;
yield return null;
}
}
}
// Update is called once per frame
void Update() {
for (int i = 0; i < list.Count; i++)
{
m_line.line.EditPoint(i, list[i].position, 2f);
}
}
}
}
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gitextract_q2o_bmtb/ ├── .gitattributes ├── .gitignore ├── .vscode/ │ ├── extensions.json │ ├── launch.json │ └── settings.json ├── Assets/ │ ├── DataRenderer2D/ │ │ ├── Core/ │ │ │ ├── Interfaces.cs │ │ │ ├── Interfaces.cs.meta │ │ │ ├── MeshMath.cs │ │ │ ├── MeshMath.cs.meta │ │ │ ├── Quad.cs │ │ │ ├── Quad.cs.meta │ │ │ ├── Triangle.cs │ │ │ ├── Triangle.cs.meta │ │ │ ├── UIDataMesh.cs │ │ │ ├── UIDataMesh.cs.meta │ │ │ ├── Vertex.cs │ │ │ ├── Vertex.cs.meta │ │ │ ├── WorldDataMesh.cs │ │ │ └── WorldDataMesh.cs.meta │ │ ├── Core.meta │ │ ├── Example/ │ │ │ ├── Scripts/ │ │ │ │ ├── DragAddPoint.cs │ │ │ │ ├── DragAddPoint.cs.meta │ │ │ │ ├── DragExample.cs │ │ │ │ ├── DragExample.cs.meta │ │ │ │ ├── DragMove.cs │ │ │ │ ├── DragMove.cs.meta │ │ │ │ ├── MonobehaviourExtension.cs │ │ │ │ ├── MonobehaviourExtension.cs.meta │ │ │ │ ├── ScriptScenario.cs │ │ │ │ └── ScriptScenario.cs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Stuff/ │ │ │ │ ├── BackGroundMaterial.mat │ │ │ │ ├── BackGroundMaterial.mat.meta │ │ │ │ ├── Text.controller │ │ │ │ ├── Text.controller.meta │ │ │ │ ├── UIPolygon (2).controller │ │ │ │ ├── UIPolygon (2).controller.meta │ │ │ │ ├── hexagon.anim │ │ │ │ ├── hexagon.anim.meta │ │ │ │ ├── hole.anim │ │ │ │ ├── hole.anim.meta │ │ │ │ ├── hole.controller │ │ │ │ ├── hole.controller.meta │ │ │ │ ├── line 1.controller │ │ │ │ ├── line 1.controller.meta │ │ │ │ ├── line.controller │ │ │ │ ├── line.controller.meta │ │ │ │ ├── lineanimation.anim │ │ │ │ ├── lineanimation.anim.meta │ │ │ │ ├── mainLine.anim │ │ │ │ ├── mainLine.anim.meta │ │ │ │ ├── textAnimator.anim │ │ │ │ └── textAnimator.anim.meta │ │ │ ├── Stuff.meta │ │ │ ├── Symbol.prefab │ │ │ ├── Symbol.prefab.meta │ │ │ ├── drag example.unity │ │ │ ├── drag example.unity.meta │ │ │ ├── line animation example.unity │ │ │ ├── line animation example.unity.meta │ │ │ ├── polygon example.unity │ │ │ └── polygon example.unity.meta │ │ ├── Example.meta │ │ ├── Hole/ │ │ │ ├── Editor/ │ │ │ │ ├── HoleEditor.cs │ │ │ │ ├── HoleEditor.cs.meta │ │ │ │ ├── MenuExtender.cs │ │ │ │ └── MenuExtender.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── HoleDrawer.cs │ │ │ ├── HoleDrawer.cs.meta │ │ │ ├── HoleInfo.cs │ │ │ ├── HoleInfo.cs.meta │ │ │ ├── UIHole.cs │ │ │ ├── UIHole.cs.meta │ │ │ ├── h.unity │ │ │ └── h.unity.meta │ │ ├── Hole.meta │ │ ├── Line/ │ │ │ ├── Editor/ │ │ │ │ ├── EditorSetting.asset │ │ │ │ ├── EditorSetting.asset.meta │ │ │ │ ├── EditorSetting.cs │ │ │ │ ├── EditorSetting.cs.meta │ │ │ │ ├── LineEditor.cs │ │ │ │ ├── LineEditor.cs.meta │ │ │ │ ├── LineInpectorHandler.cs │ │ │ │ ├── LineInpectorHandler.cs.meta │ │ │ │ ├── MenuExtender.cs │ │ │ │ ├── MenuExtender.cs.meta │ │ │ │ ├── PointHandler.cs │ │ │ │ ├── PointHandler.cs.meta │ │ │ │ ├── PointPropertyDrawer.cs │ │ │ │ ├── PointPropertyDrawer.cs.meta │ │ │ │ ├── SplinePropertyDrawer.cs │ │ │ │ ├── SplinePropertyDrawer.cs.meta │ │ │ │ ├── Test/ │ │ │ │ │ ├── BezierLengthTest.cs │ │ │ │ │ ├── BezierLengthTest.cs.meta │ │ │ │ │ ├── MeshDataTest.cs │ │ │ │ │ └── MeshDataTest.cs.meta │ │ │ │ ├── Test.meta │ │ │ │ ├── UILineEditor.cs │ │ │ │ └── UILineEditor.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Component/ │ │ │ │ │ ├── GizmoLine.cs │ │ │ │ │ ├── GizmoLine.cs.meta │ │ │ │ │ ├── UILine.cs │ │ │ │ │ ├── UILine.cs.meta │ │ │ │ │ ├── WorldLine.cs │ │ │ │ │ └── WorldLine.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Data/ │ │ │ │ │ ├── ISpline.cs │ │ │ │ │ ├── ISpline.cs.meta │ │ │ │ │ ├── Line.Editor.cs │ │ │ │ │ ├── Line.Editor.cs.meta │ │ │ │ │ ├── Line.Pair.cs │ │ │ │ │ ├── Line.Pair.cs.meta │ │ │ │ │ ├── Line.Triple.cs │ │ │ │ │ ├── Line.Triple.cs.meta │ │ │ │ │ ├── Line.cs │ │ │ │ │ ├── Line.cs.meta │ │ │ │ │ ├── LineOption.cs │ │ │ │ │ ├── LineOption.cs.meta │ │ │ │ │ ├── Point.cs │ │ │ │ │ └── Point.cs.meta │ │ │ │ ├── Data.meta │ │ │ │ ├── Process/ │ │ │ │ │ ├── MeshBuilder/ │ │ │ │ │ │ ├── InterfaceDraw.cs │ │ │ │ │ │ ├── InterfaceDraw.cs.meta │ │ │ │ │ │ ├── IntersectJointDrawer.cs │ │ │ │ │ │ ├── IntersectJointDrawer.cs.meta │ │ │ │ │ │ ├── LineBuilder.cs │ │ │ │ │ │ ├── LineBuilder.cs.meta │ │ │ │ │ │ ├── NormalBezierDrawer.cs │ │ │ │ │ │ ├── NormalBezierDrawer.cs.meta │ │ │ │ │ │ ├── NormalJointDrawer.cs │ │ │ │ │ │ ├── NormalJointDrawer.cs.meta │ │ │ │ │ │ ├── RoundCapDrawer.cs │ │ │ │ │ │ └── RoundCapDrawer.cs.meta │ │ │ │ │ ├── MeshBuilder.meta │ │ │ │ │ ├── Static/ │ │ │ │ │ │ ├── Curve.cs │ │ │ │ │ │ ├── Curve.cs.meta │ │ │ │ │ │ ├── CurveLength.cs │ │ │ │ │ │ └── CurveLength.cs.meta │ │ │ │ │ └── Static.meta │ │ │ │ └── Process.meta │ │ │ └── Scripts.meta │ │ ├── Line.meta │ │ ├── Polygon/ │ │ │ ├── Editor/ │ │ │ │ ├── MeneExtender.cs │ │ │ │ ├── MeneExtender.cs.meta │ │ │ │ ├── PolygonEditor.cs │ │ │ │ ├── PolygonEditor.cs.meta │ │ │ │ ├── PolygonPropertyDrawer.cs │ │ │ │ └── PolygonPropertyDrawer.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── CircleCalculator.cs │ │ │ │ ├── CircleCalculator.cs.meta │ │ │ │ ├── Component/ │ │ │ │ │ ├── UIPolygon.cs │ │ │ │ │ ├── UIPolygon.cs.meta │ │ │ │ │ ├── WorldPolygon.cs │ │ │ │ │ └── WorldPolygon.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Drawer/ │ │ │ │ │ ├── HolePolygon.cs │ │ │ │ │ ├── HolePolygon.cs.meta │ │ │ │ │ ├── ZigZagPolygon.cs │ │ │ │ │ └── ZigZagPolygon.cs.meta │ │ │ │ ├── Drawer.meta │ │ │ │ ├── PolygonData.cs │ │ │ │ ├── PolygonData.cs.meta │ │ │ │ ├── PolygonDrawManager.cs │ │ │ │ ├── PolygonDrawManager.cs.meta │ │ │ │ ├── PolygonFactory.cs │ │ │ │ └── PolygonFactory.cs.meta │ │ │ └── Scripts.meta │ │ ├── Polygon.meta │ │ ├── Readme.txt │ │ ├── Readme.txt.meta │ │ ├── Signal/ │ │ │ ├── Editor/ │ │ │ │ ├── MenuExtender.cs │ │ │ │ └── MenuExtender.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Builder/ │ │ │ │ │ ├── SignalBuilder.cs │ │ │ │ │ └── SignalBuilder.cs.meta │ │ │ │ ├── Builder.meta │ │ │ │ ├── Component/ │ │ │ │ │ ├── UISignal.cs │ │ │ │ │ └── UISignal.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Signal.cs │ │ │ │ └── Signal.cs.meta │ │ │ └── Scripts.meta │ │ └── Signal.meta │ └── DataRenderer2D.meta ├── LICENSE ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MultiplayerManager.asset │ ├── NavMeshAreas.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── VersionControlSettings.asset ├── README.md ├── UserSettings/ │ ├── EditorUserSettings.asset │ ├── Layouts/ │ │ └── default-6000.dwlt │ ├── Search.index │ └── Search.settings └── patchnode.md
SYMBOL INDEX (259 symbols across 59 files)
FILE: Assets/DataRenderer2D/Core/Interfaces.cs
type IUnitSize (line 8) | public interface IUnitSize
type IMesh (line 13) | public interface IMesh
type IMeshDrawer (line 19) | public interface IMeshDrawer
method Draw (line 21) | IEnumerable<IMesh> Draw();
FILE: Assets/DataRenderer2D/Core/MeshMath.cs
class Intersect (line 9) | public class Intersect
method LineLineIntersection (line 11) | public static bool LineLineIntersection(out Vector3 intersection, Vect...
method ClosestPointsOnTwoLines (line 37) | public static bool ClosestPointsOnTwoLines(out Vector3 closestPointLin...
FILE: Assets/DataRenderer2D/Core/Quad.cs
type Quad (line 8) | public struct Quad : IMesh
method Quad (line 16) | public Quad(Vertex p0, Vertex p1, Vertex p2, Vertex p3)
method Quad (line 24) | public Quad(Vector2 size, Vector2 center, Color color)
FILE: Assets/DataRenderer2D/Core/Triangle.cs
type Triangle (line 8) | public struct Triangle : IMesh
method Triangle (line 13) | public Triangle(Vertex p0, Vertex p1, Vertex p2)
FILE: Assets/DataRenderer2D/Core/UIDataMesh.cs
class UIDataMesh (line 9) | public abstract class UIDataMesh : Image, IMeshModifier
method Awake (line 20) | protected override void Awake()
method GeometyUpdateFlagUp (line 25) | public void GeometyUpdateFlagUp()
method LateUpdate (line 30) | public void LateUpdate()
method ModifyMesh (line 39) | public void ModifyMesh(Mesh mesh)
method ModifyMesh (line 48) | public void ModifyMesh(VertexHelper verts)
FILE: Assets/DataRenderer2D/Core/Vertex.cs
type Vertex (line 7) | public struct Vertex
method Vertex (line 13) | public Vertex(Vector3 pos, Vector2 u, Color c)
method New (line 19) | public static Vertex New(Vector3 pos, Vector2 uv, Color color)
method New (line 23) | public static Vertex New(float x, float y, float z, float u, float v, ...
FILE: Assets/DataRenderer2D/Core/WorldDataMesh.cs
class WorldDataMesh (line 8) | [ExecuteInEditMode]
method Awake (line 38) | protected virtual void Awake()
method Reset (line 43) | public void Reset()
method Update (line 53) | private void Update()
method LateUpdate (line 58) | public void LateUpdate()
method MakeNewMesh (line 67) | public void MakeNewMesh()
method UpdateGeometry (line 77) | public void UpdateGeometry()
method AllocateBuffer (line 132) | private void AllocateBuffer(int size)
method ExtendBuffer (line 140) | private void ExtendBuffer()
method GeometyUpdateFlagUp (line 157) | public void GeometyUpdateFlagUp()
FILE: Assets/DataRenderer2D/Example/Scripts/DragAddPoint.cs
class DragAddPoint (line 9) | public class DragAddPoint : MonoBehaviour, IDragHandler,IPointerDownHandler
method Start (line 21) | private void Start()
method OnDrag (line 26) | public void OnDrag(PointerEventData eventData)
method OnPointerDown (line 37) | public void OnPointerDown(PointerEventData eventData)
method Toggle (line 43) | public void Toggle()
FILE: Assets/DataRenderer2D/Example/Scripts/DragExample.cs
class DragExample (line 9) | public class DragExample : MonoBehaviour
method Clear (line 17) | public void Clear()
method ColorToggle (line 23) | public void ColorToggle()
FILE: Assets/DataRenderer2D/Example/Scripts/DragMove.cs
class DragMove (line 8) | [RequireComponent(typeof(RectTransform))]
method OnDrag (line 14) | public void OnDrag(PointerEventData eventData)
method OnPointerDown (line 28) | public void OnPointerDown(PointerEventData eventData)
method OnPointerUp (line 33) | public void OnPointerUp(PointerEventData eventData)
FILE: Assets/DataRenderer2D/Example/Scripts/MonobehaviourExtension.cs
class MonobehaviourExtension (line 8) | public static class MonobehaviourExtension
method TweenMove (line 10) | public static Coroutine TweenMove(this MonoBehaviour owner, Vector3 en...
method TweenScale (line 15) | public static Coroutine TweenScale(this MonoBehaviour owner, Vector3 e...
method TweenColor (line 20) | public static Coroutine TweenColor(this MonoBehaviour owner, Color end...
method ScalerRoutine (line 28) | static IEnumerator ScalerRoutine(Transform owner, Vector3 end, float t...
method MoveRoutine (line 40) | static IEnumerator MoveRoutine(Transform owner, Vector3 end, float time)
method ImageColorTween (line 52) | static IEnumerator ImageColorTween(Image target, Color end, float time)
FILE: Assets/DataRenderer2D/Example/Scripts/ScriptScenario.cs
class ScriptScenario (line 6) | public class ScriptScenario : MonoBehaviour {
method Start (line 11) | public void Start()
method StartRoutine (line 16) | IEnumerator StartRoutine() {
method Update (line 45) | void Update() {
FILE: Assets/DataRenderer2D/Hole/Editor/HoleEditor.cs
class HoleEditor (line 8) | [CustomEditor(typeof(UIHole), true)]
method OnEnable (line 13) | protected override void OnEnable()
method OnInspectorGUI (line 20) | public override void OnInspectorGUI()
FILE: Assets/DataRenderer2D/Hole/Editor/MenuExtender.cs
class MenuExtender (line 8) | public static class MenuExtender
method CreateUILine (line 10) | [MenuItem("GameObject/2D Object/DataRenderer/UIHole")]
FILE: Assets/DataRenderer2D/Hole/HoleDrawer.cs
type Pair (line 8) | public struct Pair<T>
class ListUtil (line 14) | public static class ListUtil
method Pairloop (line 16) | public static IEnumerable<Pair<T>> Pairloop<T>(this IEnumerable<T> sou...
method FindNearst (line 40) | public static Vertex FindNearst(this Vertex[] source, Vector3 target, ...
class HoleDrawer (line 65) | public class HoleDrawer : IMeshDrawer
method HoleDrawer (line 70) | public HoleDrawer(IUnitSize unit, IHole hole)
method Draw (line 76) | public IEnumerable<IMesh> Draw()
FILE: Assets/DataRenderer2D/Hole/HoleInfo.cs
type HoleInfo (line 10) | [Serializable]
FILE: Assets/DataRenderer2D/Hole/UIHole.cs
type IHole (line 9) | public interface IHole
class UIHole (line 14) | public class UIHole : UIDataMesh, IUnitSize, IHole
method Start (line 20) | protected override void Start()
FILE: Assets/DataRenderer2D/Line/Editor/EditorSetting.cs
class EditorSetting (line 8) | public class EditorSetting : ScriptableObject
FILE: Assets/DataRenderer2D/Line/Editor/LineEditor.cs
class LineEditor (line 9) | public class LineEditor : Editor
method OnEnable (line 15) | protected void OnEnable()
method OnSceneGUI (line 22) | protected void OnSceneGUI()
class WorldLineEditor (line 29) | [CustomEditor(typeof(WorldLine))]
method OnInspectorGUI (line 32) | public override void OnInspectorGUI()
class NoRenderLineEditor (line 42) | [CustomEditor(typeof(GizmoLine))]
FILE: Assets/DataRenderer2D/Line/Editor/MenuExtender.cs
class MenuExtender (line 7) | public static class MenuExtender
method CreateUILine (line 10) | [MenuItem("GameObject/2D Object/DataRenderer/UILine")]
method CreateNoRenderLine (line 32) | [MenuItem("GameObject/2D Object/DataRenderer/GizmoLine")]
method CreateWorldLine (line 42) | [MenuItem("GameObject/2D Object/DataRenderer/WorldLine")]
FILE: Assets/DataRenderer2D/Line/Editor/PointHandler.cs
class PointHandler (line 10) | public class PointHandler
method GetPoint (line 55) | public SerializedProperty GetPoint(int index)
method PointHandler (line 73) | public PointHandler(Component owner, SerializedObject target)
method OnSceneGUI (line 86) | public void OnSceneGUI()
method HandleNextControlPoint (line 111) | private void HandleNextControlPoint(int idx, SerializedProperty node)
method HandlePrevControlPoint (line 155) | private void HandlePrevControlPoint(int n, SerializedProperty node)
method HandleOffset (line 197) | private void HandleOffset(int n, SerializedProperty offset, Vector3 po...
method HandlePoint (line 213) | private void HandlePoint(int n, SerializedProperty position)
method HandlesAddPointButton (line 227) | private void HandlesAddPointButton()
FILE: Assets/DataRenderer2D/Line/Editor/PointPropertyDrawer.cs
class PointPropertyDrawer (line 9) | [CustomPropertyDrawer(typeof(Point))]
method GetPropertyHeight (line 12) | public override float GetPropertyHeight(SerializedProperty property, G...
method OnGUI (line 22) | public override void OnGUI(Rect position, SerializedProperty sp, GUICo...
class SerializedPropertyAccessor (line 61) | static class SerializedPropertyAccessor
method Position (line 63) | public static SerializedProperty Position(this SerializedProperty sp)
method PrevOffset (line 67) | public static SerializedProperty PrevOffset(this SerializedProperty sp)
method NextOffset (line 71) | public static SerializedProperty NextOffset(this SerializedProperty sp)
method Width (line 75) | public static SerializedProperty Width(this SerializedProperty sp)
method StartAngle (line 79) | public static SerializedProperty StartAngle(this SerializedProperty sp)
method EndAngle (line 83) | public static SerializedProperty EndAngle(this SerializedProperty sp)
FILE: Assets/DataRenderer2D/Line/Editor/SplinePropertyDrawer.cs
class SplinePropertyDrawer (line 7) | [CustomPropertyDrawer(typeof(Spline))]
method GetPropertyHeight (line 19) | public override float GetPropertyHeight(SerializedProperty property, G...
method OnGUI (line 35) | public override void OnGUI(Rect position, SerializedProperty property,...
FILE: Assets/DataRenderer2D/Line/Editor/Test/BezierLengthTest.cs
class BezierLengthTest (line 12) | public class BezierLengthTest
method Init (line 16) | [SetUp]
method QuadraticBezierLengthTest (line 26) | [Test]
method CubicBezierLengthTest (line 39) | [Test]
FILE: Assets/DataRenderer2D/Line/Editor/Test/MeshDataTest.cs
class MeshDataTest (line 13) | public class MeshDataTest {
method AddTest (line 15) | [Test]
FILE: Assets/DataRenderer2D/Line/Editor/UILineEditor.cs
class UILineEditor (line 9) | [CustomEditor(typeof(UILine))]
method OnEnable (line 17) | protected override void OnEnable()
method OnSceneGUI (line 26) | private void OnSceneGUI()
method OnInspectorGUI (line 31) | public override void OnInspectorGUI()
FILE: Assets/DataRenderer2D/Line/Scripts/Component/GizmoLine.cs
class GizmoLine (line 10) | public class GizmoLine : MonoBehaviour
method OnDrawGizmos (line 19) | private void OnDrawGizmos()
method OnDrawGizmosSelected (line 26) | private void OnDrawGizmosSelected()
method GetPosition (line 33) | public Vector3 GetPosition(float r)
method GetDirection (line 37) | public Vector3 GetDirection(float r)
method DrawLine (line 42) | private void DrawLine()
FILE: Assets/DataRenderer2D/Line/Scripts/Component/UILine.cs
class UILine (line 12) | public partial class UILine : UIDataMesh , ISpline
method Start (line 36) | protected override void Start()
method CreateLine (line 43) | public static UILine CreateLine(Transform parent = null)
FILE: Assets/DataRenderer2D/Line/Scripts/Component/WorldLine.cs
class WorldLine (line 8) | public class WorldLine : WorldDataMesh , ISpline
method Awake (line 32) | protected override void Awake()
FILE: Assets/DataRenderer2D/Line/Scripts/Data/ISpline.cs
type ISpline (line 7) | public interface ISpline
type ISplineOption (line 12) | public interface ISplineOption
FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Editor.cs
type Spline (line 8) | public partial struct Spline
method Initialize (line 10) | public void Initialize() {
method Push (line 18) | public void Push(Point p)
method Push (line 31) | public void Push()
method Push (line 37) | public void Push(Vector3 worldPosition, Vector3 nextOffset, Vector3 pr...
method EditPoint (line 42) | public void EditPoint(int idx, Point p)
method EditPoint (line 74) | public void EditPoint(Vector3 worldPos)
method EditPoint (line 79) | public void EditPoint(int idx, Vector3 worldPos, Vector3 nOffset, Vect...
method EditPoint (line 84) | public void EditPoint(int idx, Vector3 worldPos, float width)
method Pop (line 93) | public Point Pop()
method Clear (line 116) | public void Clear()
FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Pair.cs
type Spline (line 11) | public partial struct Spline
type LinePair (line 73) | [Serializable]
method LinePair (line 93) | public LinePair(Point n0, Point n1, float s, float e, float sr, floa...
method GetDT (line 110) | public float GetDT(float divideLength)
method GetPoisition (line 114) | public Vector3 GetPoisition(float r)
method GetDirection (line 118) | public Vector3 GetDirection(float r)
method GetWidth (line 122) | public float GetWidth(float t)
method GetAngle (line 127) | public float GetAngle(float t)
FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Triple.cs
type Spline (line 10) | public partial struct Spline
type Triple (line 69) | public struct Triple
method Triple (line 76) | public Triple(Point p, Point c, Point n, Color cl)
FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.cs
type Spline (line 15) | [Serializable]
type LineMode (line 18) | public enum LineMode
method GetFirstPoint (line 49) | Point GetFirstPoint()
method GetLastPoint (line 59) | Point GetLastPoint()
method GetCount (line 70) | int GetCount()
method GetPosition (line 78) | public Vector3 GetPosition(float ratio)
method GetDirection (line 95) | public Vector3 GetDirection(float ratio)
method GetEnumerator (line 111) | public IEnumerator<Point> GetEnumerator()
method TripleEnumerator (line 125) | public IEnumerable<Point> TripleEnumerator()
method GetEnumerator (line 144) | IEnumerator IEnumerable.GetEnumerator()
FILE: Assets/DataRenderer2D/Line/Scripts/Data/LineOption.cs
type LineOption (line 8) | [Serializable]
type Mode (line 12) | public enum Mode
type LineJointOption (line 19) | public enum LineJointOption
FILE: Assets/DataRenderer2D/Line/Scripts/Data/Point.cs
type Point (line 11) | [Serializable]
method Point (line 26) | public Point(Vector3 pos, Vector3 next, Vector3 prev, float width = 2,...
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/InterfaceDraw.cs
type IJointBuilder (line 7) | public interface IJointBuilder
method Build (line 9) | IEnumerable<IMesh> Build(Spline.Triple triple);
type IBezierBuilder (line 12) | public interface IBezierBuilder
method Build (line 14) | IEnumerable<IMesh> Build(Spline.LinePair pair);
type ICapBuilder (line 17) | public interface ICapBuilder
method Build (line 19) | IEnumerable<IMesh> Build(Spline.LinePair pair, bool isEnd);
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/IntersectJointDrawer.cs
class IntersectJointDrawer (line 8) | public class IntersectJointDrawer : IJointBuilder
method IntersectJointDrawer (line 11) | public IntersectJointDrawer(ISpline target)
method Build (line 16) | public IEnumerable<IMesh> Build(Spline.Triple triple)
method ClosestPointsOnTwoLines (line 64) | private bool ClosestPointsOnTwoLines(out Vector3 closestPointLine1, ou...
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/LineBuilder.cs
class LineBuilder (line 12) | public class LineBuilder : IMeshDrawer
method LineBuilder (line 20) | public LineBuilder(IBezierBuilder b, IJointBuilder j,IJointBuilder js,...
method Draw (line 28) | public IEnumerable<IMesh> Draw()
class Factory (line 77) | public class Factory
method Normal (line 79) | public static IMeshDrawer Normal(ISpline line, Transform trans)
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalBezierDrawer.cs
class NormalBezierDrawer (line 8) | public class NormalBezierDrawer : IBezierBuilder
method NormalBezierDrawer (line 12) | public NormalBezierDrawer(ISpline line)
method Build (line 17) | public IEnumerable<IMesh> Build(Spline.LinePair pair)
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalJointDrawer.cs
class NormalJointDrawer (line 8) | public class NormalJointDrawer : IJointBuilder
method NormalJointDrawer (line 11) | public NormalJointDrawer(ISpline target)
method Build (line 16) | public IEnumerable<IMesh> Build(Spline.Triple triple)
FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/RoundCapDrawer.cs
class RoundCapDrawer (line 10) | public class RoundCapDrawer : ICapBuilder
method RoundCapDrawer (line 13) | public RoundCapDrawer(ISpline target)
method Build (line 18) | public IEnumerable<IMesh> Build(Spline.LinePair pair, bool isEnd)
FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/Curve.cs
class Curve (line 9) | public static class Curve
method Auto (line 11) | public static Vector3 Auto(Vector3 p0, Vector3 c0, Vector3 c1, Vector3...
method Auto (line 23) | public static Vector3 Auto(Point n0, Point n1, float t)
method AutoDirection (line 33) | public static Vector3 AutoDirection(Point n0, Point n1, float t)
method AutoDirection (line 44) | public static Vector3 AutoDirection(Vector3 p0, Vector3 c0, Vector3 c1...
method CubicDirection (line 58) | public static Vector3 CubicDirection(Point n0, Point n1, float t)
method CubicDirection (line 67) | public static Vector3 CubicDirection(Vector3 p0, Vector3 p1, Vector3 p...
method Cubic (line 73) | public static Vector3 Cubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector...
method QuadraticDirection (line 80) | public static Vector3 QuadraticDirection(Vector3 p0, Vector3 p1, Vecto...
method Quadratic (line 86) | public static Vector3 Quadratic(Vector3 p0, Vector3 c, Vector3 p1, flo...
FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/CurveLength.cs
class CurveLength (line 7) | public static class CurveLength {
method SumDirections (line 11) | public static float SumDirections(Point n0, Point n1)
method SumDirections (line 18) | public static float SumDirections(Vector3 p0, Vector3 c0, Vector3 c1, ...
method Auto (line 33) | public static float Auto(Point n0, Point n1)
method Auto (line 37) | public static float Auto(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1)
method Quadratic (line 50) | static float Quadratic(Vector3 p0, Vector3 cp, Vector3 p1)
method QuadraticApproximation (line 81) | static float QuadraticApproximation(Vector3 p0, Vector3 c0, Vector3 c1...
FILE: Assets/DataRenderer2D/Polygon/Editor/MeneExtender.cs
class MeneExtender (line 8) | public static class MeneExtender
method WorldPolygon (line 10) | [MenuItem("GameObject/2D Object/DataRenderer/WorldPolygon")]
method UIPolygon (line 20) | [MenuItem("GameObject/2D Object/DataRenderer/UIPolygon")]
method CheckCanvas (line 37) | public static bool CheckCanvas(Transform t)
method Defulat (line 47) | private static PolygonData Defulat()
FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonEditor.cs
class PolygonEditor (line 9) | [CustomEditor(typeof(UIPolygon))]
method OnEnable (line 14) | protected override void OnEnable()
method OnInspectorGUI (line 20) | public override void OnInspectorGUI()
FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonPropertyDrawer.cs
class PolygonPropertyDrawer (line 8) | [CustomPropertyDrawer(typeof(PolygonData))]
method GetPropertyHeight (line 11) | public override float GetPropertyHeight(SerializedProperty property, G...
method OnGUI (line 29) | public override void OnGUI(Rect position, SerializedProperty property,...
FILE: Assets/DataRenderer2D/Polygon/Scripts/CircleCalculator.cs
class CircleCalculator (line 7) | public class CircleCalculator {
method CircleCalculator (line 11) | public CircleCalculator(IPolygon target, IUnitSize size)
method Calculate (line 17) | private Vector3 Calculate(float angle)
method CalculateUV (line 25) | private Vector2 CalculateUV(float angle)
method CalculateInnerUV (line 30) | private Vector2 CalculateInnerUV(float angle)
method CalculateVertex (line 37) | public Vertex CalculateVertex(float angle)
method CalculateInnerVertex (line 45) | public Vertex CalculateInnerVertex(float angle)
FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/UIPolygon.cs
class UIPolygon (line 7) | public class UIPolygon : UIDataMesh, IPolygon, IUnitSize
FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/WorldPolygon.cs
class WorldPolygon (line 7) | public class WorldPolygon : WorldDataMesh, IPolygon, IUnitSize
FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/HolePolygon.cs
class HolePolygon (line 9) | public class HolePolygon : IMeshDrawer
method HolePolygon (line 14) | public HolePolygon(CircleCalculator cc, IPolygon target)
method Draw (line 20) | public IEnumerable<IMesh> Draw()
FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/ZigZagPolygon.cs
class ZigZagPolygon (line 7) | public class ZigZagPolygon : IMeshDrawer
method ZigZagPolygon (line 12) | public ZigZagPolygon(CircleCalculator cc, IPolygon target)
method Draw (line 18) | public IEnumerable<IMesh> Draw()
FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonData.cs
type IPolygon (line 8) | public interface IPolygon
type PolygonData (line 13) | [Serializable]
type PolygonType (line 48) | public enum PolygonType
FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonDrawManager.cs
class PolygonDrawerManager (line 7) | public class PolygonDrawerManager
method PolygonDrawerManager (line 13) | public PolygonDrawerManager(IPolygon target ,
method Draw (line 21) | public IEnumerable<IMesh> Draw()
FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonFactory.cs
class PolygonFactory (line 6) | public static class PolygonFactory {
method Create (line 8) | public static IEnumerable<IMesh> Create(IUnitSize unit, IPolygon target)
FILE: Assets/DataRenderer2D/Signal/Editor/MenuExtender.cs
class MenuExtender (line 7) | public static class MenuExtender
method CreateUILine (line 10) | [MenuItem("GameObject/2D Object/DataRenderer/UISignal")]
FILE: Assets/DataRenderer2D/Signal/Scripts/Builder/SignalBuilder.cs
type ISignalData (line 7) | public interface ISignalData
class SignalBuilder (line 12) | public class SignalBuilder
method SignalBuilder (line 17) | public SignalBuilder(ISignalData data, IUnitSize unit)
method ApplySignal (line 23) | public void ApplySignal(ref float x0, ref float x1, SignalData.SignalO...
method Draw (line 28) | public IEnumerable<IMesh> Draw()
FILE: Assets/DataRenderer2D/Signal/Scripts/Component/UISignal.cs
class UISignal (line 10) | [RequireComponent(typeof(RectTransform))]
method Update (line 30) | public void Update()
method Reset (line 37) | protected new void Reset()
method AmpHandler (line 67) | public void AmpHandler(float amf)
method UpUseHandler (line 73) | public void UpUseHandler(bool t)
method DownUseHandler (line 78) | public void DownUseHandler(bool t)
method UpFrequencyHandler (line 83) | public void UpFrequencyHandler(float v)
class UISinEditor (line 92) | [CustomEditor(typeof(UISignal))]
FILE: Assets/DataRenderer2D/Signal/Scripts/Signal.cs
type ESignalType (line 8) | public enum ESignalType
type SignalData (line 13) | [Serializable]
type SignalOneSet (line 16) | [Serializable]
method Output (line 26) | public float Output(float x, float t)
method TypeSwitch (line 31) | private float TypeSwitch(float x)
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// ... and 17 more files (download for full content)
About this extraction
This page contains the full source code of the geniikw/DataRenderer2D GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 217 files (469.9 KB), approximately 179.0k tokens, and a symbol index with 259 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.