using UnityEngine; using System.Collections; /// <summary> /// 饼状图 /// </summary> public class PieChart : MonoBehaviour { public UITexture texture; public int radius = 10; // Use this for initialization void Start () { if (texture == null) { texture = GetComponent<UITexture>(); if (texture == null) { Debug.LogWarning("PieChart UITexture=null"); return; } } texture.uvRect = new Rect(0f, 0f, 1f, 1f); //---测试数据 int[] d = new int[] { 120, 120, 120, 240 };//比例 1:1:1:2 Color[] colors = new Color[] { new Color(1f, 0f, 0f), //红 new Color(0f, 1f, 0f), //绿 new Color(0f, 0f, 1f), //蓝 new Color(1f, 1f, 0f) //黄 }; SetPieChart(d, colors); //---end } public void SetPieChart(int[] d, Color[] colors) { //数据转角度值: 按比例放缩数据值,使d[]元素之和不超过360 int total=0; for (int i = 0; i < d.Length; i++) total += d[i]; for (int i = 0; i < d.Length; i++) d[i] = d[i] * 360 / total; total=0; for (int i = 0; i < d.Length; i++) { int tmp = d[i]; d[i] += total; total += tmp; } //进行降序排序 if (d.Length >= 2) { for (int i = 0; i < d.Length; i++) { for (int j = 1; j < d.Length; j++) { if (d[j - 1] > d[j]) { int tmp = d[j]; d[j] = d[j - 1]; d[j - 1] = tmp; Color c = colors[j]; colors[j] = colors[j - 1]; colors[j - 1] = c; } } } } texture.mainTexture = GeneratePieChart(d, colors); } // 创建饼状图Texture2D private Texture2D GeneratePieChart(int[] drawAngles, Color[] drawColors) { int widthHeight = radius * 2; Texture2D proceduralTexture = new Texture2D(widthHeight, widthHeight); //贴图中心点坐标 Vector2 centerPosition = new Vector2(radius, radius); Vector2 currentPosition = Vector2.zero; Vector2 startAngle = new Vector2(0.0f, 1.0f); Vector2 currentAngle; Color transparentColor = new Color(0f, 0f, 0f, 0f); for (int x = 0; x < widthHeight; x++) { for (int y = 0; y < widthHeight; y++) { currentPosition.Set(x, y); currentAngle = currentPosition - centerPosition; currentAngle.Normalize(); //计算当前坐标与中心点坐标距离 float pixelDistance = Vector2.Distance(currentPosition, centerPosition); if (pixelDistance <= radius) { float angle = Vector2.Angle(startAngle, currentAngle);//计算夹角 if (x < radius) {//当前坐标落在第三、四象限 angle = 360 - angle; } //根据坐标所在角度区间绘制不同颜色的像素 for (int i = 0; i < drawAngles.Length; i++) { if (angle <= drawAngles[i]) { Color pixelColor = drawColors[i]; proceduralTexture.SetPixel(x, y, pixelColor); break; } } } else { //非饼状区域设为透明像素 proceduralTexture.SetPixel(x, y, transparentColor); } } } //应用新像素值 proceduralTexture.Apply(); return proceduralTexture; } }
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