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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 六边形
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/// </summary>
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public class Hexagon : MonoBehaviour {
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public Transform prefab;
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private void Awake() {
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float size = 0.5f; // 可以根据实际需求调整边长
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for (int x = 0; x < 10; x++) {
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for (int y = 0; y < 10; y++) { Create(new Vector2Int(x, y), size); }
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}
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}
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private void Create(Vector2Int grid, float size) {
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Transform obj = Instantiate(prefab, transform);
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obj.position = GridToWorld(grid, size);
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obj.name = $"Hex_{grid}";
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obj.gameObject.SetActive(true);
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}
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/// <summary>
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/// 获取六边形网格的世界坐标
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/// </summary>
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/// <param name="grid">网格坐标(x, y)</param>
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/// <param name="size">六边形边长</param>
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/// <returns>世界坐标</returns>
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public static Vector3 GridToWorld(Vector2Int grid, float size) {
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float width = size * 2f;
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float height = Mathf.Sqrt(3f) * size;
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float offsetX = grid.x * (width * 0.75f);
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float offsetY = grid.y * height + (grid.x % 2 == 0 ? 0 : height / 2f);
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return new Vector3(offsetX, 0, offsetY);
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}
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/// <summary>
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/// 使用世界坐标转换成六边形网格的x和y坐标
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/// </summary>
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/// <param name="worldPos">世界坐标</param>
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/// <param name="size">六边形边长</param>
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/// <returns>网格坐标(x, y)</returns>
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public static Vector2Int WorldToGrid(Vector3 worldPosition, float size) {
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float width = size * 2f;
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float height = Mathf.Sqrt(3f) * size;
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// 计算近似的x
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int x = Mathf.RoundToInt(worldPosition.x / (width * 0.75f));
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// 计算近似的y
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float yOffset = (x % 2 == 0) ? 0 : height / 2f;
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int y = Mathf.RoundToInt((worldPosition.z - yOffset) / height);
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return new Vector2Int(x, y);
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}
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}
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# 策略
|
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|
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## 多品种分摊风险
|
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- 把资金分成10份以上的仓位,每个仓位进行一个品种的操作
|
||||
- 留出总资金百分之10%-20%资金的扛单,应对低谷爆仓风险
|
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- 需要克服贪和怕,严格按照规定执行
|
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- 不做日内短线,看长线趋势来开仓,主做多头,空头亏损无上限
|
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## 每个品种资金配平
|
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- 价位低的品种需要多手数来和价位高的品种进行配平
|
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- 涨跌幅过大禁止加仓
|
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- 涨跌幅过大禁止反手追涨杀跌
|
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## 盈利目标百分之20+
|
||||
- 如果涨幅达到20%,必须设置保本单保证20%利润
|
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- 如果涨幅超过20%,每5%利润推进保本单
|
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## 绿柱多,红柱空
|
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- 无论什么情况必须遵守绿柱买进,红柱卖出
|
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- 买进时必须看日线周线计算盈利目标的难度
|
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- 清仓之后必须等待机会在进场
|
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- 止盈情况下无论后续走势多么强势都不能追,只能反手
|
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# 7 - 30 亏损
|
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- 贪心
|
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- 单一品种加仓
|
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- 不止盈
|
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- 没有绿柱买进,红柱卖出
|
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Reference in New Issue
Block a user