├── .gitattributes ├── .gitignore ├── .vscode └── settings.json ├── Assets ├── main.cs ├── main.cs.meta ├── mainScene.unity └── mainScene.unity.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md ├── Stock-Value-Calculator.csproj └── Stock-Value-Calculator.sln /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | 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"ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/main.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------------- 2 | // main.cs 3 | // 4 | // Created by 浅墨 5 | //------------------------------------------------------------------------------------- 6 | 7 | using UnityEngine; 8 | using System.Collections; 9 | using UnityEngine.UI; 10 | using System; 11 | 12 | public class main : MonoBehaviour 13 | { 14 | //股价 15 | public Text Price = null; 16 | private float PriceValue = 0; 17 | 18 | //股数 19 | public Text Number = null; 20 | private float NumberValue = 0; 21 | 22 | [Header("欠款金额")] 23 | public Text ArrearsAmount = null; 24 | private float ArrearsAmountValue = 0; 25 | 26 | [Header("保证金比例")] 27 | public Text GuaranteeRatio = null; 28 | public float GuaranteeRatioValue = 0; 29 | 30 | [Header("抵押额")] 31 | public float MortgageValue = 0; 32 | 33 | //抵押比例 34 | public float MortgageRatio = 0.5f; 35 | //该股票抵押比率(风控使用) 36 | const float STOCK_MORTGAGE_RATIO = 0.55f; 37 | //汇率,RMB兑港币 38 | const float ExchangeRate_HKD_To_RMB = 0.8f; 39 | 40 | [Header("过夜风控比率")] 41 | public Text OvernightRiskControlRatio = null; 42 | public float OvernightRiskControlRatioValue = 0; 43 | 44 | [Header("保证金要求")] 45 | public Text GuaranteeRequire = null; 46 | public float GuaranteeRequireValue = 0; 47 | 48 | [Header("持有该股票市值")] 49 | public Text StockMarketCapitalization = null; 50 | public float StockMarketCapitalizationValue = 0; 51 | 52 | [Header("总市值")] 53 | public Text TotalMarketCapitalization = null; 54 | public float TotalMarketCapitalizationValue = 0; 55 | 56 | [Header("RMB总市值")] 57 | public Text TotalRMBMarketCapitalization = null; 58 | public float TotalRMBMarketCapitalizationValue = 0; 59 | 60 | 61 | //-------------------------------------------------------- 62 | /// 计算保证金比例 63 | //-------------------------------------------------------- 64 | float GetGuaranteeRatioValue() 65 | { 66 | PriceValue = Convert.ToSingle(Price.text); 67 | NumberValue = Convert.ToSingle(Number.text); 68 | ArrearsAmountValue = Convert.ToSingle(ArrearsAmount.text); 69 | 70 | //市值 71 | float MarketValue = PriceValue * NumberValue; 72 | 73 | //抵押额=市值 x 抵押比例 74 | MortgageValue = MortgageRatio * MarketValue; 75 | 76 | //保证金比例=1-欠款金额/抵押额 77 | GuaranteeRatioValue = (1 - ArrearsAmountValue / MortgageValue) * 100f; 78 | 79 | GuaranteeRatio.text = GuaranteeRatioValue.ToString() + "%"; 80 | 81 | return GuaranteeRatioValue; 82 | } 83 | 84 | //-------------------------------------------------------- 85 | /// 计算总市值 86 | //-------------------------------------------------------- 87 | float GetTotalMarketCapitalization() 88 | { 89 | //市值 90 | float MarketValue = PriceValue * NumberValue; 91 | 92 | TotalMarketCapitalizationValue = MarketValue - ArrearsAmountValue; 93 | 94 | TotalMarketCapitalization.text = TotalMarketCapitalizationValue.ToString(); 95 | 96 | return TotalMarketCapitalizationValue; 97 | } 98 | 99 | //-------------------------------------------------------- 100 | /// 计算RMB总市值 101 | //-------------------------------------------------------- 102 | float GetTotalRMBMarketCapitalization() 103 | { 104 | TotalRMBMarketCapitalizationValue = TotalMarketCapitalizationValue * ExchangeRate_HKD_To_RMB; 105 | 106 | TotalRMBMarketCapitalization.text = TotalRMBMarketCapitalizationValue.ToString(); 107 | 108 | return TotalMarketCapitalizationValue; 109 | } 110 | 111 | //-------------------------------------------------------- 112 | /// 计算持有该股票市值 113 | //-------------------------------------------------------- 114 | float GetStockMarketCapitalization() 115 | { 116 | //持有该股票市值 117 | StockMarketCapitalizationValue = PriceValue * NumberValue; 118 | 119 | StockMarketCapitalization.text = StockMarketCapitalizationValue.ToString(); 120 | 121 | return StockMarketCapitalizationValue; 122 | } 123 | 124 | 125 | 126 | //-------------------------------------------------------- 127 | /// 计算保证金要求 128 | //-------------------------------------------------------- 129 | float GetGuaranteeRequire() 130 | { 131 | //保证金要求=持有股票市值 * 该股票抵押比率 132 | GuaranteeRequireValue = StockMarketCapitalizationValue * STOCK_MORTGAGE_RATIO; 133 | 134 | GuaranteeRequire.text = GuaranteeRequireValue.ToString(); 135 | 136 | return GuaranteeRequireValue; 137 | } 138 | 139 | //-------------------------------------------------------- 140 | /// 计算过夜风控比率 141 | //-------------------------------------------------------- 142 | float GetOvernightRiskControlRatio() 143 | { 144 | 145 | //过夜风控比率=1-保证金要求/资产总市值 146 | OvernightRiskControlRatioValue = (1 - GuaranteeRequireValue / TotalMarketCapitalizationValue) * 100; 147 | 148 | OvernightRiskControlRatio.text = OvernightRiskControlRatioValue.ToString() + "%"; 149 | 150 | return OvernightRiskControlRatioValue; 151 | } 152 | 153 | 154 | 155 | void Update() 156 | { 157 | //计算持有该股票市值 158 | GetStockMarketCapitalization(); 159 | 160 | //计算保证金要求 161 | GetGuaranteeRequire(); 162 | 163 | //计算过夜风控比率 164 | GetOvernightRiskControlRatio(); 165 | 166 | //计算保证金比率 167 | GetGuaranteeRatioValue(); 168 | 169 | //计算总市值 170 | GetTotalMarketCapitalization(); 171 | 172 | //计算RMB总市值 173 | GetTotalRMBMarketCapitalization(); 174 | } 175 | 176 | } 177 | -------------------------------------------------------------------------------- /Assets/main.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0e0432890f450541a0bdbb113ac0b51 3 | timeCreated: 1513817648 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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{D09B738D-F08F-D2B7-1A34-213D43254EBD} 9 | Library 10 | Assembly-CSharp 11 | 512 12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} 13 | .NETFramework 14 | v3.5 15 | Unity Subset v3.5 16 | 17 | VSTU 18 | Game:1 19 | StandaloneWindows:5 20 | 5.6.3f1 21 | 22 | 4 23 | 24 | 25 | pdbonly 26 | false 27 | Temp\UnityVS_bin\Debug\ 28 | Temp\UnityVS_obj\Debug\ 29 | prompt 30 | 4 31 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_3;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE 32 | true 33 | 34 | 35 | pdbonly 36 | false 37 | Temp\UnityVS_bin\Release\ 38 | Temp\UnityVS_obj\Release\ 39 | prompt 40 | 4 41 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_3;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE 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Files/Unity-5.6.3/Editor/Data/Managed/UnityEditor.dll 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | -------------------------------------------------------------------------------- /Stock-Value-Calculator.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stock-Value-Calculator", "Assembly-CSharp.csproj", "{46341712-448E-12D3-3C4F-CB41F8544676}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {46341712-448E-12D3-3C4F-CB41F8544676}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {46341712-448E-12D3-3C4F-CB41F8544676}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | 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