- 钱包拦下往 Poinbase 充值地址转 CRT、CRA;资金页按上架币种列出 - 现货交易对跟着行情图选中的币(PSC/CRC、SPARK/CRC) - CRT/CRC、CRA/CRC 用 StableSwap:手续费 0.04%、A=200;脱锚 A=20,崩盘 A=1 且深度四分之一 - 旧存档读档时补 SPARK/CRC、升级稳定币池 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
250 lines
15 KiB
C#
250 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using Decentralized.Domain;
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using UnityEngine;
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namespace Decentralized
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{
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/// <summary>
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/// 日 K 图:运行时画到一张小 Texture2D 上(一根蜡烛 5 像素宽、间隔 1),点采样放大 2 倍显示,和游戏的像素风格一致。
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/// 上面是价格(涨绿跌红、影线、7 日均线、可选阈值虚线),下面是成交量(玩家青色叠在大户灰色上)。纹理按用途缓存复用。
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/// </summary>
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public static class CandleChart
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{
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/// <summary>画图的币种:全部可交易资产。</summary>
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public static readonly string[] ChartAssets = { Assets.PSC, Assets.SPARK, Assets.CRT, Assets.CRA, Assets.CRC, Assets.Ponero };
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private static double VolShare(string a) =>
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a == Assets.PSC ? Tuning.ChartVolPsc : a == Assets.CRC ? Tuning.ChartVolCrc : a == Assets.CRT ? Tuning.ChartVolCrt :
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a == Assets.CRA ? Tuning.ChartVolCra : a == Assets.SPARK ? Tuning.ChartVolSpark : Tuning.ChartVolPonero;
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/// <summary>开门:每个币开一根蜡烛(开盘接昨天收盘,夜里的价格变化算进来)。</summary>
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public static void Morning(SaveData d, int day)
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{
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foreach (var a in ChartAssets) d.Candles.Open(a, day, Session.Price(a));
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}
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/// <summary>白天价格变了(不计成交)。</summary>
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public static void Touch(SaveData d, int day, params string[] assets)
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{
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foreach (var a in assets) d.Candles.Tick(a, day, Session.Price(a));
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}
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/// <summary>玩家的一笔成交:按信用点计进这个币当天的成交量。</summary>
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public static void Trade(string asset, double credits)
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{
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var d = Session.Data;
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if (d == null || Array.IndexOf(ChartAssets, asset) < 0 || credits <= 0) return;
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d.Candles.Tick(asset, StoreStation.GetDayCounter(), Session.Price(asset), credits, true);
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}
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/// <summary>夜间结算:补上当天 NPC 的成交量,收盘。在价格的夜间更新之前调用。</summary>
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public static void Close(SaveData d, int day)
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{
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double depth = Tuning.PoolDepth(day);
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foreach (var a in ChartAssets)
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{
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double p = Session.Price(a);
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var c = d.Candles.Today(a, day, p);
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double move = c.O > 0 ? Math.Abs(p / c.O - 1) + (c.H - c.L) / c.O : 0;
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d.Candles.Tick(a, day, p, CandleBook.NpcVolume(depth, VolShare(a), move, d.Rng));
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d.Candles.Close(a, day, p);
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}
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}
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private static readonly Dictionary<string, string> Picked = new Dictionary<string, string>();
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public const int Days = 30, Step = 6, Body = 5, PriceH = 70, Gap = 3, VolH = 16, Pad = 2, AxisW = 22, DateH = 7;
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public const int W = Days * Step + Pad * 2 + AxisW, H = PriceH + Gap + VolH + Pad * 2 + DateH;
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public static float Scale => TerminalWindow.ChartScale;
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private static readonly Color32 Bg = new Color32(30, 31, 34, 255), Grid = new Color32(48, 50, 54, 255);
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private static readonly Color32 Up = new Color32(108, 190, 112, 255), Down = new Color32(214, 94, 88, 255);
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private static readonly Color32 Ma = new Color32(226, 196, 92, 255), Thr = new Color32(150, 170, 230, 255);
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private static readonly Color32 VolNpc = new Color32(92, 96, 104, 255), VolMe = new Color32(96, 200, 210, 255);
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private static readonly Color32 Txt = new Color32(150, 154, 160, 255), TagBg = new Color32(226, 196, 92, 255), TagTxt = new Color32(30, 31, 34, 255);
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/// <summary>3×5 像素数字字体(每行 3 位,自上而下)。</summary>
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private static readonly Dictionary<char, string[]> Glyph = new Dictionary<char, string[]>
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{
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['0'] = new[] { "111", "101", "101", "101", "111" }, ['1'] = new[] { "010", "110", "010", "010", "111" },
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['2'] = new[] { "111", "001", "111", "100", "111" }, ['3'] = new[] { "111", "001", "011", "001", "111" },
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['4'] = new[] { "101", "101", "111", "001", "001" }, ['5'] = new[] { "111", "100", "111", "001", "111" },
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['6'] = new[] { "111", "100", "111", "101", "111" }, ['7'] = new[] { "111", "001", "010", "010", "010" },
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['8'] = new[] { "111", "101", "111", "101", "111" }, ['9'] = new[] { "111", "101", "111", "001", "111" },
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['.'] = new[] { "0", "0", "0", "0", "1" }, ['-'] = new[] { "000", "000", "111", "000", "000" },
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['k'] = new[] { "100", "101", "110", "101", "101" },
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};
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private static int TextW(string s) => s.Sum(ch => Glyph.TryGetValue(ch, out var g) ? g[0].Length + 1 : 0) - 1;
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/// <summary>在 (x, y) 处写字,y 是字的底边。</summary>
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private static void Text(Color32[] px, int x, int y, string s, Color32 c)
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{
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foreach (char ch in s)
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{
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if (!Glyph.TryGetValue(ch, out var g)) continue;
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for (int r = 0; r < 5; r++)
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for (int k = 0; k < g[r].Length; k++)
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if (g[r][k] == '1') Set(px, x + k, y + 4 - r, c);
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x += g[0].Length + 1;
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}
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}
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/// <summary>刻度上的价格:大于 100 不带小数,越小小数越多,最多 5 个字符左右。</summary>
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private static string Num(double p)
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{
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if (p >= 10000) return (p / 1000).ToString("0", CultureInfo.InvariantCulture) + "k";
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if (p >= 100) return p.ToString("0", CultureInfo.InvariantCulture);
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if (p >= 10) return p.ToString("0.0", CultureInfo.InvariantCulture);
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if (p >= 1) return p.ToString("0.00", CultureInfo.InvariantCulture);
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return p.ToString("0.000", CultureInfo.InvariantCulture).Substring(1);
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}
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private sealed class Slot { public Texture2D Tex; public Sprite Sprite; public Color32[] Px; }
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private static readonly Dictionary<string, Slot> Slots = new Dictionary<string, Slot>();
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/// <summary>画一张图,返回可以交给 AddImage 的 Sprite。threshold > 0 时画一条水平虚线(预测盘的阈值)。</summary>
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public static Sprite Render(string key, IList<Candle> all, double threshold = 0)
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{
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if (!Slots.TryGetValue(key, out var s) || s.Tex == null)
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{
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var tex = new Texture2D(W, H, TextureFormat.RGBA32, false) { filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp };
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s = Slots[key] = new Slot { Tex = tex, Px = new Color32[W * H], Sprite = Sprite.Create(tex, new Rect(0, 0, W, H), new Vector2(0.5f, 0.5f), 100f) };
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}
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var px = s.Px;
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for (int i = 0; i < px.Length; i++) px[i] = Bg;
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var c = all.Skip(Math.Max(0, all.Count - Days)).ToList();
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int volY0 = Pad + DateH, priceY0 = volY0 + VolH + Gap, plotR = Pad + Days * Step, axisX = plotR + 2;
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// 网格:价格区四等分
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for (int g = 1; g < 4; g++) HLine(px, Pad, plotR - 1, priceY0 + PriceH * g / 4, Grid);
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VLine(px, plotR, volY0, priceY0 + PriceH - 1, Grid);
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if (c.Count > 0)
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{
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var ma = CandleBook.Ma(all, 7).Skip(Math.Max(0, all.Count - Days)).ToList();
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double lo = Math.Min(c.Min(x => x.L), ma.Min()), hi = Math.Max(c.Max(x => x.H), ma.Max());
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if (threshold > 0) { lo = Math.Min(lo, threshold); hi = Math.Max(hi, threshold); }
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double span = Math.Max(hi - lo, hi * 0.02);
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lo -= span * 0.05; hi += span * 0.05; span = hi - lo;
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Func<double, int> y = p => priceY0 + (int)Math.Round((p - lo) / span * (PriceH - 1));
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double vmax = Math.Max(1, c.Max(x => x.VolPlayer + x.VolNpc));
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int x0 = Pad + (Days - c.Count) * Step; // 不足 30 根时靠右
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// 均线先画,蜡烛盖在上面(贴着锚的稳定币不会被均线遮住)
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for (int i = 1; i < ma.Count; i++) Line(px, x0 + (i - 1) * Step + Body / 2, y(ma[i - 1]), x0 + i * Step + Body / 2, y(ma[i]), Ma);
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for (int i = 0; i < c.Count; i++)
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{
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var k = c[i];
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int left = x0 + i * Step, mid = left + Body / 2;
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var col = k.C >= k.O ? Up : Down;
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VLine(px, mid, y(k.L), y(k.H), col);
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int b0 = y(Math.Min(k.O, k.C)), b1 = Math.Max(b0, y(Math.Max(k.O, k.C)));
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for (int xx = left; xx < left + Body; xx++)
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{
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// 当天还没收盘的蜡烛画成空心
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if (!k.Closed && xx > left && xx < left + Body - 1 && b1 - b0 > 1) { Set(px, xx, b0, col); Set(px, xx, b1, col); continue; }
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VLine(px, xx, b0, b1, col);
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}
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int hn = (int)Math.Round(k.VolNpc / vmax * VolH), hm = (int)Math.Round(k.VolPlayer / vmax * VolH);
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for (int xx = left; xx < left + Body; xx++)
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{
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if (hn > 0) VLine(px, xx, volY0, volY0 + hn - 1, VolNpc);
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if (hm > 0) VLine(px, xx, volY0 + hn, volY0 + hn + hm - 1, VolMe);
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}
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}
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if (threshold > 0) { int ty = y(threshold); for (int xx = Pad; xx < plotR; xx++) if ((xx / 3) % 2 == 0) Set(px, xx, ty, Thr); }
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// 右侧刻度:三条网格线的价格;最新收盘价标成黄底的价签,和网格刻度挤在一起时让开
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int lastY = y(c[c.Count - 1].C);
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for (int g = 1; g < 4; g++)
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{
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int gy = priceY0 + PriceH * g / 4;
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if (Math.Abs(gy - lastY) < 7) continue;
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double gp = lo + (gy - priceY0) / (double)(PriceH - 1) * span;
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Text(px, axisX, gy - 2, Num(gp), Txt);
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}
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if (threshold > 0) { int ty = y(threshold); if (Math.Abs(ty - lastY) >= 7) Text(px, axisX, ty - 2, Num(threshold), Thr); }
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string tag = Num(c[c.Count - 1].C);
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int ty0 = Math.Max(priceY0, Math.Min(priceY0 + PriceH - 7, lastY - 3));
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for (int yy = ty0; yy < ty0 + 7; yy++) HLine(px, axisX - 1, Math.Min(W - 1, axisX + TextW(tag)), yy, TagBg);
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Text(px, axisX, ty0 + 1, tag, TagTxt);
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// 底部日期:天数是 5 的倍数的蜡烛下面写天数
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for (int i = 0; i < c.Count; i++)
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{
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if (c[i].Day % 5 != 0) continue;
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string ds = c[i].Day.ToString(CultureInfo.InvariantCulture);
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int cx = x0 + i * Step + Body / 2;
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VLine(px, cx, volY0 - 1, volY0 - 1, Txt);
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Text(px, Math.Max(0, Math.Min(plotR - TextW(ds), cx - TextW(ds) / 2)), Pad - 1, ds, Txt);
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}
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// 成交量区右上:这一屏最大的量
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Text(px, axisX, volY0 + VolH - 5, Num(vmax), VolNpc);
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}
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s.Tex.SetPixels32(px);
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s.Tex.Apply(false);
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return s.Sprite;
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}
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/// <summary>图上方的一行说明:最高、最低、最新收盘,涨跌。</summary>
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public static string Caption(string asset, IList<Candle> all)
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{
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var c = all.Skip(Math.Max(0, all.Count - Days)).ToList();
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if (c.Count == 0) return L.T("chart.empty", asset);
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var last = c[c.Count - 1];
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double prev = c.Count > 1 ? c[c.Count - 2].C : last.O, chg = prev > 0 ? last.C / prev - 1 : 0;
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return L.T("chart.caption", asset, c.Count, Fmt.Num(c.Max(x => x.H)), Fmt.Num(c.Min(x => x.L)), Fmt.Num(last.C), (chg * 100).ToString("+0.0;-0.0;0.0", CultureInfo.InvariantCulture));
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}
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private static void Set(Color32[] px, int x, int y, Color32 c) { if (x >= 0 && x < W && y >= 0 && y < H) px[y * W + x] = c; }
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private static void HLine(Color32[] px, int x0, int x1, int y, Color32 c) { for (int x = x0; x <= x1; x++) Set(px, x, y, c); }
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private static void VLine(Color32[] px, int x, int y0, int y1, Color32 c) { if (y1 < y0) (y0, y1) = (y1, y0); for (int y = y0; y <= y1; y++) Set(px, x, y, c); }
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private static void Line(Color32[] px, int x0, int y0, int x1, int y1, Color32 c)
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{
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int dx = Math.Abs(x1 - x0), dy = -Math.Abs(y1 - y0), sx = x0 < x1 ? 1 : -1, sy = y0 < y1 ? 1 : -1, err = dx + dy;
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while (true)
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{
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Set(px, x0, y0, c);
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if (x0 == x1 && y0 == y1) break;
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int e2 = 2 * err;
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if (e2 >= dy) { err += dy; x0 += sx; }
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if (e2 <= dx) { err += dx; y0 += sy; }
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}
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}
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/// <summary>把一个币的图放进界面:说明一行、黑框包裹的图、图例一行。</summary>
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public static void Add(CustomUIBuilder b, string key, string asset, double threshold = 0)
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{
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var all = Session.Data.Candles.Of(asset);
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b.AddLabel(Caption(asset, all), "chart_caption_dim");
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b.BeginPanel(W * Scale + 4f, H * Scale + 4f, TextAnchor.MiddleCenter, 2f, 0f, "chart_bezel");
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PledgerSkin.Slice(b.Last.image, "ui_hw_bezel", 5);
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b.AddImage(Render(key, all, threshold), W * Scale, H * Scale);
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b.End();
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b.AddLabel(L.T(threshold > 0 ? "chart.legend.thr" : "chart.legend"), "chart_legend_dim");
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}
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/// <summary>某张图当前选中的币(没选过或不在列表里时是 fallback)。</summary>
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public static string Selected(string key, string fallback, IList<string> assets = null)
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{
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var list = assets ?? ChartAssets.Where(a => a != Assets.Ponero || Unlock.BlackUnlocked).ToList();
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return Picked.TryGetValue(key, out var cur) && list.Contains(cur) ? cur : fallback;
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}
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/// <summary>带币种切换的图:上面一排币种按钮(选中项带准星角标),切换后重画。assets 为空时是全部币种。</summary>
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public static void AddPicker(CustomUIBuilder b, string key, string fallback, Action refresh, ICollection<GameObject> picked = null, IList<string> assets = null)
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{
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var list = (assets ?? ChartAssets.Where(a => a != Assets.Ponero || Unlock.BlackUnlocked)).ToList();
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string cur = Selected(key, fallback, list);
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b.BeginRow(4f);
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foreach (var a in list)
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{
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string asset = a;
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PledgerSkin.Pick(b, asset, asset == cur, () => { Picked[key] = asset; refresh(); }, picked);
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}
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b.End();
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Add(b, key, cur);
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}
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}
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}
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