An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
#if UNITY_2018_1_OR_NEWER
namespace Fungus
{
/// <summary>
/// Component that is automatically added to all tmpro texts that contain links. Caches
/// local data for that TMProText and uses the TMProLinkAnimLookup to the actual animation.
/// </summary>
[DisallowMultipleComponent]
public class TMProLinkAnimator : MonoBehaviour
{
#region Auto Add Component
/// <summary>
/// Ensure we are being notified of TMPro changes.
/// </summary>
[RuntimeInitializeOnLoadMethod]
public static void RegisterAutoAddTMPLinkAnim()
{
TMPro.TMPro_EventManager.TEXT_CHANGED_EVENT.Add(AutoAddTMPLinkAnim);
}
/// <summary>
/// Adds a suite of default link text animations. These can be removed via the
/// TMProLinkAnimLookup if desired.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
public static void RegisterDefaultTMPLinkAnims()
{
TMProLinkAnimLookup.AddHelper("jitter", new TMProLinkAnimEffects.ShakeEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter,
offsetScale = new Vector2(1, 4),
rotScale = 10
});
TMProLinkAnimLookup.AddHelper("angry", new TMProLinkAnimEffects.ShakeEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord,
offsetScale = new Vector2(1, 8),
rotScale = 4
});
TMProLinkAnimLookup.AddHelper("spooky", new TMProLinkAnimEffects.WiggleEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerSection,
offsetScale = new Vector2(6, 10),
speed = 1.5f,
});
TMProLinkAnimLookup.AddHelper("unknowable", new TMProLinkAnimEffects.WiggleEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter,
offsetScale = new Vector2(4, 8),
speed = 1f,
});
TMProLinkAnimLookup.AddHelper("wave", new TMProLinkAnimEffects.WaveEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter,
speed = 10,
indexStep = 0.3f,
scale = 2
});
TMProLinkAnimLookup.AddHelper("swing", new TMProLinkAnimEffects.PivotEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord,
speed = 10,
degScale = 15
});
TMProLinkAnimLookup.AddHelper("bounce", new TMProLinkAnimEffects.BounceEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord,
speed = 4,
scale = 5,
});
TMProLinkAnimLookup.AddHelper("excited", new TMProLinkAnimEffects.BounceEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter,
speed = 7,
scale = 2,
indexStep = 11.0f / 3.0f,
});
TMProLinkAnimLookup.AddHelper("glow", new TMProLinkAnimEffects.PulseEffect()
{
mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord,
speed = 4,
HSVIntensityScale = 0.15f,
hueScale = 0,
saturationScale = 0.1f,
scale = new Vector3(0.06f, 0.06f, 0),
});
}
/// <summary>
/// Called by TMPro when a text is changed, ensuring link animator is there and
/// that data is ready for it to use.
/// </summary>
/// <param name="obj"></param>
public static void AutoAddTMPLinkAnim(object obj)
{
if (Application.isPlaying)
{
var tmp = (obj as TMPro.TMP_Text);
if (forcedUpdater == null && tmp.textInfo.linkCount > 0)
{
var tmpa = tmp.GetComponent<TMProLinkAnimator>();
if (tmpa == null)
{
tmpa = tmp.gameObject.AddComponent<TMProLinkAnimator>();
tmpa.TMProComponent = tmp;
}
tmpa.SetDirty();
tmpa.UpdateAnimation();
}
}
}
/// <summary>
/// Cache of the TMProLinkAnimator that just forced an update of the TMProText, used to
/// prevent cyclic updates of TMPro mesh content.
/// </summary>
protected static TMProLinkAnimator forcedUpdater;
#endregion Auto Add Component
public TMPro.TMP_Text TMProComponent { get; protected set; }
public bool dirty = true;
protected bool needsToForceMeshUpdate = true;
public TMPro.TMP_MeshInfo[] CachedMeshInfo { get; protected set; }
public void SetDirty()
{
dirty = true;
}
protected void Awake()
{
if (TMProComponent == null)
{
TMProComponent = GetComponent<TMPro.TMP_Text>();
}
}
protected void Update()
{
UpdateAnimation();
}
/// <summary>
/// If there is TMPro and a link to potentially animate then ask the AnimLookup for it
/// </summary>
protected void UpdateAnimation()
{
//could we anim
if (TMProComponent != null && enabled)
{
bool requiresVertexDataUpdate = false;
//for all found links
for (int i = 0; i < TMProComponent.textInfo.linkCount; i++)
{
var curLink = TMProComponent.textInfo.linkInfo[i];
//if a static lookup exists, ask it to run its animation with us as the context
if (TMProLinkAnimLookup.LinkHashToEffect.TryGetValue(curLink.hashCode, out TMProLinkAnimLookup.TMProAnimFunc animFunc))
{
//only update caches if we actually need it
HandleDirty();
animFunc(this, curLink.linkTextfirstCharacterIndex, curLink.linkTextLength);
requiresVertexDataUpdate = true;
}
}
// Push changes if we actually found a matching effect
if (requiresVertexDataUpdate)
{
TMProComponent.UpdateVertexData();
}
}
}
protected void HandleDirty()
{
//update internal cache if underlying data has changed
if (dirty)
{
if (needsToForceMeshUpdate)
{
forcedUpdater = this;
TMProComponent.ForceMeshUpdate();
forcedUpdater = null;
}
CachedMeshInfo = TMProComponent.textInfo.CopyMeshInfoVertexData();
dirty = false;
}
}
}
}
#endif