XCharts.ChartDrawer.DrawPolygon(UnityEngine.UI.VertexHelper, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Color32)

Here are the examples of the csharp api XCharts.ChartDrawer.DrawPolygon(UnityEngine.UI.VertexHelper, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Color32) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

2 Examples 7

19 Source : ChartDrawer.cs
with MIT License
from huanzi-qch

public static void DrawBorder(VertexHelper vh, Vector3 p, float rectWidth, float rectHeight,
            float borderWidth, Color32 color)
        {
            var halfWid = rectWidth / 2;
            var halfHig = rectHeight / 2;
            var p1In = new Vector3(p.x - halfWid, p.y - halfHig);
            var p1Ot = new Vector3(p.x - halfWid - borderWidth, p.y - halfHig - borderWidth);
            var p2In = new Vector3(p.x - halfWid, p.y + halfHig);
            var p2Ot = new Vector3(p.x - halfWid - borderWidth, p.y + halfHig + borderWidth);
            var p3In = new Vector3(p.x + halfWid, p.y + halfHig);
            var p3Ot = new Vector3(p.x + halfWid + borderWidth, p.y + halfHig + borderWidth);
            var p4In = new Vector3(p.x + halfWid, p.y - halfHig);
            var p4Ot = new Vector3(p.x + halfWid + borderWidth, p.y - halfHig - borderWidth);
            DrawPolygon(vh, p1In, p1Ot, p2Ot, p2In, color);
            DrawPolygon(vh, p2In, p2Ot, p3Ot, p3In, color);
            DrawPolygon(vh, p3In, p3Ot, p4Ot, p4In, color);
            DrawPolygon(vh, p4In, p4Ot, p1Ot, p1In, color);
        }

19 Source : ChartDrawer.cs
with MIT License
from huanzi-qch

public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
            Color32 color, Color emptyColor, float smoothness = 2f, float startDegree = 0, float toDegree = 360)
        {
            if (insideRadius <= 0)
            {
                DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, smoothness);
                return;
            }
            Vector3 p1, p2, p3, p4;
            int segments = (int)((2 * Mathf.PI * outsideRadius) / (smoothness < 0 ? 2f : smoothness));
            float startAngle = startDegree * Mathf.Deg2Rad;
            float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
            p1 = new Vector3(p.x + insideRadius * Mathf.Sin(startAngle),
                p.y + insideRadius * Mathf.Cos(startAngle));
            p2 = new Vector3(p.x + outsideRadius * Mathf.Sin(startAngle),
                p.y + outsideRadius * Mathf.Cos(startAngle));
            for (int i = 0; i <= segments; i++)
            {
                float currAngle = startAngle + i * angle;
                p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
                    p.y + outsideRadius * Mathf.Cos(currAngle));
                p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
                    p.y + insideRadius * Mathf.Cos(currAngle));
                if (emptyColor != Color.clear) DrawTriangle(vh, p, p1, p4, emptyColor);
                DrawPolygon(vh, p1, p2, p3, p4, color);
                p1 = p4;
                p2 = p3;
            }
        }