Aetheria/Assets/Scripts/UI/Properties Panel/CurveField.cs
Meta Vens 6140a06a0a Swap Unity.Mathematics usings for CultMath
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:39:12 +02:00

74 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
using static CultMath.math;
public class CurveField : MonoBehaviour
{
public int Segments = 16;
public int SigDigs = 3;
public TextMeshProUGUI Title;
public TextMeshProUGUI MinLabel;
public TextMeshProUGUI MidLabel;
public TextMeshProUGUI MaxLabel;
public UILineRenderer Line;
public Image CurrentX;
public Image CurrentY;
private BezierCurve _curve;
//private Func<float, string> _xFunc;
public void SetCurrent(float x)
{
CurrentX.gameObject.SetActive(true);
CurrentY.gameObject.SetActive(true);
var xrect = CurrentX.GetComponent<RectTransform>();
var yrect = CurrentY.GetComponent<RectTransform>();
var y = _curve.Evaluate(x);
xrect.anchorMin = new Vector2(x, 0);
xrect.anchorMax = new Vector2(x, y);
yrect.anchorMin = new Vector2(x, y);
yrect.anchorMax = new Vector2(x, y);
}
public void Show(string label, BezierCurve curve, Func<float, string> xFunc, bool showMax = false)
{
_curve = curve;
//_xFunc = xFunc;
CurrentX.gameObject.SetActive(false);
CurrentY.gameObject.SetActive(false);
Title.text = label;
var points = new List<Vector2>();
var keys = curve.Keys.Select(v => new Vector2(v.x, v.y));
if (curve.Keys[0].x > .01f) keys = keys.Prepend(new Vector2(0, curve.Keys[0].y));
if (curve.Keys[curve.Keys.Length-1].x < .99f) keys = keys.Append(new Vector2(1, curve.Keys[curve.Keys.Length-1].y));
var keysArray = keys.ToArray();
for (int i = 0; i < keysArray.Length - 1; i++)
{
for (int j = 0; j < Segments; j++)
{
var x = lerp(keysArray[i].x, keysArray[i + 1].x, (float) j / Segments);
points.Add(new Vector2(x, curve.Evaluate(x)));
}
}
points.Add(new Vector2(1, curve.Evaluate(1)));
Line.Points = points.ToArray();
MinLabel.text = xFunc(0);
MaxLabel.text = xFunc(1);
if (showMax)
{
var midX = curve.Maximum;
MidLabel.text = xFunc(midX);
var rect = MidLabel.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(midX, rect.anchorMin.y);
rect.anchorMax = new Vector2(midX, rect.anchorMax.y);
}
else MidLabel.text = xFunc(.5f);
}
}