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>
/// Samples and helpers for creating TMProLink animations
/// </summary>
namespace TMProLinkAnimEffects
{
/// <summary>
/// Used by BaseEffect and child classes to configure how locations and pivots are calculated
/// before being passed to internal functions.
/// </summary>
public enum TMPLinkAnimatorMode
{
PerCharacter,
PerWord,
PerSection,
PerLine,
}
/// <summary>
/// Use of this is not required, all that the TMProLinkAnimLookup requires is a matching signature of
/// void delegate(TMProLinkAnimator context, int start, int length). The base class however is used to
/// create all the sample effects as they all operate in a similar underlying fashion, with a custom mode
/// but ultimately on a character by character basis, doing a relative translation and color modifcation.
///
/// Much of this class and its sample child effects are static functions to more easily allow reuse by
/// custom effects you may wish to make.
/// </summary>
public abstract class BaseEffect
{
public TMPLinkAnimatorMode mode;
protected TMProLinkAnimator CurrentContext { get; set; }
protected int CurrentStart { get; set; }
protected int CurrentLength { get; set; }
public virtual void DoEffect(TMProLinkAnimator context, int start, int length)
{
CurrentContext = context;
CurrentStart = start;
CurrentLength = length;
MeshVertUpdateLoop(context, start, length, TransFunc, ColorFunc, mode);
}
public virtual Matrix4x4 TransFunc(int index)
{
return Matrix4x4.identity;
}
public virtual Color32 ColorFunc(int index, Color32 col)
{
return col;
}
#region static helpers
/// <summary>
/// Helper for mesh vertex updating within a found link, adapted from TMPRo examples VertexJitter.
/// </summary>
/// <param name="context"></param>
/// <param name="start"></param>
/// <param name="length"></param>
/// <param name="transformFunc"></param>
/// <param name="colorFunc"></param>
/// <param name="mode"></param>
static public void MeshVertUpdateLoop(TMProLinkAnimator context, int start, int length, System.Func<int, Matrix4x4> transformFunc, System.Func<int, Color32, Color32> colorFunc, TMPLinkAnimatorMode mode)
{
var tmproComponent = context.TMProComponent;
var textInfo = tmproComponent.textInfo;
var end = start + length;
var cachedMeshInfo = context.CachedMeshInfo;
Matrix4x4 matrix = Matrix4x4.identity;
Vector2 middle = Vector2.zero;
Color32 col = Color.white;
int wordIndex = -1;
int lineIndex = -1;
for (int i = start; i < end; i++)
{
//required as TMPro is putting non visible invalid elements in the charinfo array assuming I will follow this rule
// if we don't character 0 ends up getting an effect applied to it even though it shouldn't
if (!textInfo.characterInfo[i].isVisible) continue;
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the cached vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
Color32[] vertexColors = cachedMeshInfo[materialIndex].colors32;
if (i == start && mode == TMPLinkAnimatorMode.PerSection)
{
matrix = transformFunc(start);
middle = CalcMidFromChars(context, start, end);
col = colorFunc(start, vertexColors[vertexIndex]);
}
// Determine the center point of each character at the baseline.
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
// Determine the center point of each character.
if (mode == TMPLinkAnimatorMode.PerCharacter)
{
middle = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
matrix = transformFunc(i);
col = colorFunc(i, vertexColors[vertexIndex]);
}
else if (mode == TMPLinkAnimatorMode.PerWord)
{
var newWordIndex = CalcWordFromChar(i, textInfo.wordInfo);
if (newWordIndex != -1 && wordIndex != newWordIndex)
{
wordIndex = newWordIndex;
middle = CalcMidFromChars(context, Mathf.Max(start, textInfo.wordInfo[wordIndex].firstCharacterIndex), Mathf.Min(end, textInfo.wordInfo[wordIndex].lastCharacterIndex));
matrix = transformFunc(i);
col = colorFunc(i, vertexColors[vertexIndex]);
}
}
else if (mode == TMPLinkAnimatorMode.PerLine)
{
var newLineIndex = textInfo.characterInfo[i].lineNumber;
if (newLineIndex != -1 && lineIndex != newLineIndex)
{
lineIndex = newLineIndex;
middle = CalcMidFromChars(context, Mathf.Max(start, textInfo.lineInfo[lineIndex].firstCharacterIndex), Mathf.Min(end, textInfo.lineInfo[lineIndex].lastCharacterIndex));
matrix = transformFunc(i);
col = colorFunc(i, vertexColors[vertexIndex]);
}
}
// Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
// This is needed so the matrix TRS is applied at the origin for each character.
Vector3 offset = middle;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
Color32[] destinationVertColors = textInfo.meshInfo[materialIndex].colors32;
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
destinationVertices[vertexIndex + 0] += offset;
destinationVertices[vertexIndex + 1] += offset;
destinationVertices[vertexIndex + 2] += offset;
destinationVertices[vertexIndex + 3] += offset;
destinationVertColors[vertexIndex + 0] = col;
destinationVertColors[vertexIndex + 1] = col;
destinationVertColors[vertexIndex + 2] = col;
destinationVertColors[vertexIndex + 3] = col;
}
}
/// <summary>
/// Same as calcing a character mid but averaging over all characters in the given character range
/// </summary>
/// <param name="context"></param>
/// <param name="start"></param>
/// <param name="end"></param>
/// <returns></returns>
static public Vector2 CalcMidFromChars(TMProLinkAnimator context, int start, int end)
{
Vector3 middle = Vector3.zero;
var chInfo = context.TMProComponent.textInfo.characterInfo;
for (int i = start; i < end; i++)
{
int materialIndex = chInfo[i].materialReferenceIndex;
int vertexIndex = chInfo[i].vertexIndex;
Vector3[] sourceVertices = context.CachedMeshInfo[materialIndex].vertices;
middle += (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
}
return middle / (end - start);
}
/// <summary>
/// Determine which TMPro World a given character index is within
/// </summary>
/// <param name="charIndex"></param>
/// <param name="wordInfo"></param>
/// <returns></returns>
static public int CalcWordFromChar(int charIndex, TMPro.TMP_WordInfo[] wordInfo)
{
for (int i = 0; i < wordInfo.Length; i++)
{
//enforcing start letter results in punctuation attaching to the word to its left rather than its right.
// which is more desirable for english at least
if (charIndex >= wordInfo[i].firstCharacterIndex && wordInfo[i].lastCharacterIndex >= charIndex)
{
return i;
}
}
return -1;
}
/// <summary>
/// Determine which TMPro Line a given character index is within
/// </summary>
/// <param name="charIndex"></param>
/// <param name="wordInfo"></param>
/// <returns></returns>
static public int CalcLineFromChar(int charIndex, TMPro.TMP_WordInfo[] wordInfo)
{
for (int i = 0; i < wordInfo.Length; i++)
{
//enforcing start letter results in punctuation attaching to the word to its left rather than its right.
// which is more desirable for english at least
if (charIndex >= wordInfo[i].firstCharacterIndex && wordInfo[i].lastCharacterIndex >= charIndex)
{
return i;
}
}
return -1;
}
#endregion static helpers
}
/// <summary>
/// Shake the element, by moving centre slightly and randomly rolling each update.
/// </summary>
public class ShakeEffect : BaseEffect
{
public float rotScale;
public Vector2 offsetScale = Vector2.one;
public override Matrix4x4 TransFunc(int index)
{
return ShakeTransformFunc(index, offsetScale, rotScale);
}
static public Matrix4x4 ShakeTransformFunc(int index, Vector2 positionOffsetScale, float rotDegScale)
{
return Matrix4x4.TRS(new Vector3(Random.Range(-.25f, .25f) * positionOffsetScale.x, Random.Range(-.25f, .25f), 0) * positionOffsetScale.y,
Quaternion.Euler(0, 0, Random.Range(-1f, 1f) * rotDegScale),
Vector3.one);
}
}
/// <summary>
/// Wiggle the position by over time using perlin noise to offset its centre.
/// </summary>
public class WiggleEffect : BaseEffect
{
public float speed = 1;
public Vector2 offsetScale = Vector2.one;
public override Matrix4x4 TransFunc(int index)
{
return WiggleTransformFunc(index, speed, offsetScale);
}
static public Matrix4x4 WiggleTransformFunc(int index, float speed, Vector2 wiggleScale)
{
const int SAFE_PRIME_A = 11;
const int SAFE_PRIME_B = 59;
//add a pingpong
var jitterOffset = new Vector3(Mathf.PerlinNoise(Time.time * speed + index * SAFE_PRIME_A, index * SAFE_PRIME_B),
Mathf.PerlinNoise(Time.time * speed + index * SAFE_PRIME_B, index * SAFE_PRIME_A),
0);
jitterOffset *= 2;
jitterOffset -= new Vector3(1, 1, 0);
return Matrix4x4.TRS(jitterOffset * wiggleScale,
Quaternion.identity,
Vector3.one);
}
}
/// <summary>
/// Use a sine wave by time to offset the height of the element.
/// </summary>
public class WaveEffect : BaseEffect
{
public float speed, indexStep, scale;
public override Matrix4x4 TransFunc(int index)
{
return WaveTransformFunc(index, speed, indexStep, scale);
}
static public Matrix4x4 WaveTransformFunc(int index, float waveSpeed, float waveIndexStep, float waveScale)
{
return Matrix4x4.TRS(new Vector3(0, Mathf.Sin(Time.time * waveSpeed + index * waveIndexStep) * waveScale, 0),
Quaternion.identity,
Vector3.one);
}
}
/// <summary>
/// Use a sinewave to swing or pivot the element around its centre back n forth.
/// </summary>
public class PivotEffect : BaseEffect
{
public float speed, degScale;
public override Matrix4x4 TransFunc(int index)
{
return PivotTransformFunc(index, speed, degScale);
}
static public Matrix4x4 PivotTransformFunc(int index, float pivotSpeed, float pivotDegScale)
{
return Matrix4x4.TRS(Vector3.zero,
Quaternion.Euler(0, 0, Mathf.Sin(Time.time * pivotSpeed + index) * pivotDegScale),
Vector3.one);
}
}
/// <summary>
/// Use a sine wave to animate the H,S,V elements individually, modifying them from their starting color.
/// Use a sine wave to scale the element
/// </summary>
public class PulseEffect : BaseEffect
{
public float speed = 1, HSVIntensityScale = 1, indexStep = 1, hueScale = 1, saturationScale = 1, valueScale = 1;
public Vector3 scale = Vector2.zero;
public override Color32 ColorFunc(int index, Color32 col)
{
return HSVPulse(index, indexStep, speed, HSVIntensityScale, col, hueScale, saturationScale, valueScale);
}
public override Matrix4x4 TransFunc(int index)
{
return ScalePulse(index, indexStep, speed, scale);
}
static public Color32 HSVPulse(int index, float indexStep, float speed, float colScale, Color32 startingColor, float hueScale, float saturationScale, float valueScale)
{
float t = Mathf.Sin(Time.time * speed + index * indexStep) * colScale;
Color.RGBToHSV(startingColor, out float h, out float s, out float v);
var col = Color.HSVToRGB(Mathf.Repeat(h + t * hueScale, 1),
Mathf.Clamp01(s + t * saturationScale),
Mathf.Clamp01(v + t * valueScale));
return (Color32)col;
}
static public Matrix4x4 ScalePulse(int index, float indexStep, float speed, Vector3 scale)
{
float t = Mathf.Sin(Time.time * speed + index * indexStep);
return Matrix4x4.TRS(Vector3.zero,
Quaternion.identity,
Vector3.one + scale * t);
}
}
/// <summary>
/// Bounce up and down on an endless parabolic curve.
/// </summary>
public class BounceEffect : BaseEffect
{
public float indexStep = 1, speed = 1, scale = 1, fixedOffsetScale = 0.5f;
public override Matrix4x4 TransFunc(int index)
{
return Bounce(index, indexStep, speed, scale, fixedOffsetScale);
}
static public Matrix4x4 Bounce(int index, float indexStep, float speed, float scale, float fixedOffsetScale)
{
float t = (Time.time * speed + index * indexStep) % 2.0f;
t = -t * t + 2 * t;
return Matrix4x4.TRS(Vector3.up * t * scale + Vector3.down * fixedOffsetScale * scale,
Quaternion.identity,
Vector3.one);
}
}
/// <summary>
/// Create a staircase effect of the the elements.
/// </summary>
public class AscendEffect : BaseEffect
{
public float totalStep;
public override Matrix4x4 TransFunc(int index)
{
return StepTransformFunc(index, index - CurrentStart, totalStep / CurrentLength);
}
static public Matrix4x4 StepTransformFunc(int index, int stepNum, float stepHeight)
{
return Matrix4x4.TRS(Vector3.up * stepNum * stepHeight,
Quaternion.identity,
Vector3.one);
}
}
/// <summary>
/// Cycle the colors of the elements by forcing color to a roling Hue and fixed SV color value.
/// </summary>
public class RainbowEffect : BaseEffect
{
public float speed, indexStep, s, v;
public override Color32 ColorFunc(int index, Color32 col)
{
return CycleColor(index, speed, indexStep, s, v);
}
static public Color32 CycleColor(int index, float speed, float indexStep, float s, float v)
{
float h = Time.time * speed + index * indexStep;
var col = Color.HSVToRGB(h % 1.0f, s, v);
return (Color32)col;
}
}
}
}
#endif