diff --git a/Assets/Fungus/Scripts/Components/Writer.cs b/Assets/Fungus/Scripts/Components/Writer.cs index 5463c5b3..091431d0 100644 --- a/Assets/Fungus/Scripts/Components/Writer.cs +++ b/Assets/Fungus/Scripts/Components/Writer.cs @@ -57,6 +57,8 @@ namespace Fungus [Tooltip("Click while text is writing to finish writing immediately")] [SerializeField] protected bool instantComplete = true; + [SerializeField] protected bool doReadAheadText = true; + // This property is true when the writer is waiting for user input to continue protected bool isWaitingForInput; @@ -71,6 +73,8 @@ namespace Fungus protected bool italicActive = false; protected bool colorActive = false; protected string colorText = ""; + protected bool linkActive = false; + protected string linkText = string.Empty; protected bool sizeActive = false; protected float sizeValue = 16f; protected bool inputFlag; @@ -89,6 +93,7 @@ namespace Fungus protected string hiddenColorClose = ""; protected int visibleCharacterCount = 0; + protected int readAheadStartIndex = 0; public WriterAudio AttachedWriterAudio { get; set; } protected virtual void Awake() @@ -148,7 +153,13 @@ namespace Fungus { openString.Append(""); + openString.Append(">"); + } + if (linkActive) + { + openString.Append(""); } if (boldActive) { @@ -177,7 +188,11 @@ namespace Fungus } if (colorActive) { - closeString.Append(""); + closeString.Append(""); + } + if (linkActive) + { + closeString.Append(""); } if (sizeActive) { @@ -241,22 +256,25 @@ namespace Fungus // Notify listeners about new token WriterSignals.DoTextTagToken(this, token, i, tokens.Count); - + // Update the read ahead string buffer. This contains the text for any // Word tags which are further ahead in the list. - readAheadString.Length = 0; - for (int j = i + 1; j < tokens.Count; ++j) + if (doReadAheadText) { - var readAheadToken = tokens[j]; - - if (readAheadToken.type == TokenType.Words && - readAheadToken.paramList.Count == 1) + readAheadString.Length = 0; + for (int j = i + 1; j < tokens.Count; ++j) { - readAheadString.Append(readAheadToken.paramList[0]); - } - else if (readAheadToken.type == TokenType.WaitForInputAndClear) - { - break; + var readAheadToken = tokens[j]; + + if (readAheadToken.type == TokenType.Words && + readAheadToken.paramList.Count == 1) + { + readAheadString.Append(readAheadToken.paramList[0]); + } + else if (readAheadToken.type == TokenType.WaitForInputAndClear) + { + break; + } } } @@ -294,6 +312,18 @@ namespace Fungus colorActive = false; break; + case TokenType.LinkStart: + if (CheckParamCount(token.paramList, 1)) + { + linkActive = true; + linkText = token.paramList[0]; + } + break; + + case TokenType.LinkEnd: + linkActive = false; + break; + case TokenType.SizeStart: if (TryGetSingleParam(token.paramList, 0, 16f, out sizeValue)) { @@ -495,59 +525,92 @@ namespace Fungus UpdateCloseMarkup(); float timeAccumulator = Time.deltaTime; + float invWritingSpeed = 1f / currentWritingSpeed; - for (int i = 0; i < param.Length + 1; ++i) - { - // Exit immediately if the exit flag has been set - if (exitFlag) - { - break; - } - - // Pause mid sentence if Paused is set - while (Paused) - { - yield return null; - } + //refactor this, its mostly the same 30 lines of code + if (textAdapter.SupportsHiddenCharacters()) + { + //pausing for 1 frame means we can get better first data, but is conflicting with animation ? + // or is it something else inserting the color alpha invis + yield return null; + //this works for first thing being shown but then no subsequent, as the char counts have not been update + // by tmpro after the set to "" + var startingReveal = Mathf.Min(readAheadStartIndex, textAdapter.CharactersToReveal); + PartitionString(writeWholeWords, param, param.Length + 1); - //actually grab the next chars - PartitionString(writeWholeWords, param, i); ConcatenateString(startText); textAdapter.Text = outputString.ToString(); NotifyGlyph(); + textAdapter.RevealedCharacters = startingReveal; + yield return null; - // No delay if user has clicked and Instant Complete is enabled - if (instantComplete && inputFlag) + while (textAdapter.RevealedCharacters < Mathf.Min(readAheadStartIndex, textAdapter.CharactersToReveal)) { - continue; - } + // No delay if user has clicked and Instant Complete is enabled + if (instantComplete && inputFlag) + { + textAdapter.RevealedCharacters = textAdapter.CharactersToReveal; + } - // Punctuation pause - if (leftString.Length > 0 && - rightString.Length > 0 && - IsPunctuation(leftString.ToString(leftString.Length - 1, 1)[0])) - { - yield return StartCoroutine(DoWait(currentPunctuationPause)); + if (currentWritingSpeed > 0f) + { + textAdapter.RevealedCharacters++; + timeAccumulator -= invWritingSpeed; + if (timeAccumulator <= 0f) + { + var waitTime = Mathf.Max(invWritingSpeed, Time.deltaTime); + yield return new WaitForSeconds(waitTime); + timeAccumulator += waitTime; + } + } } + } + else + { + for (int i = 0; i < param.Length + 1; ++i) + { + if (exitFlag) + { + break; + } - // Delay between characters - if (currentWritingSpeed > 0f) - { - float invWritingSpeed = 1f / currentWritingSpeed; + // Pause mid sentence if Paused is set + while (Paused) + { + yield return null; + } - timeAccumulator -= invWritingSpeed; - if (timeAccumulator <= 0f) + PartitionString(writeWholeWords, param, i); + ConcatenateString(startText); + textAdapter.Text = outputString.ToString(); + + NotifyGlyph(); + + // No delay if user has clicked and Instant Complete is enabled + if (instantComplete && inputFlag) { - if (invWritingSpeed > Time.deltaTime) - { - yield return new WaitForSeconds(invWritingSpeed); - timeAccumulator += invWritingSpeed; - } - else + continue; + } + + // Punctuation pause + if (leftString.Length > 0 && + rightString.Length > 0 && + IsPunctuation(leftString.ToString(leftString.Length - 1, 1)[0])) + { + //timeAccumulator -= currentPunctuationPause; ??? + yield return StartCoroutine(DoWait(currentPunctuationPause)); + } + + // Delay between characters + if (currentWritingSpeed > 0f) + { + timeAccumulator -= invWritingSpeed; + if (timeAccumulator <= 0f) { - yield return null; - timeAccumulator += Time.deltaTime; + var waitTime = Mathf.Max(invWritingSpeed, Time.deltaTime); + yield return new WaitForSeconds(waitTime); + timeAccumulator += waitTime; } } } @@ -591,6 +654,7 @@ namespace Fungus protected virtual void ConcatenateString(string startText) { outputString.Length = 0; + readAheadStartIndex = int.MaxValue; // string tempText = startText + openText + leftText + closeText; outputString.Append(startText); @@ -612,6 +676,8 @@ namespace Fungus CacheHiddenColorStrings(); } + readAheadStartIndex = outputString.Length; + outputString.Append(hiddenColorOpen); outputString.Append(rightString); outputString.Append(readAheadString); diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs b/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs new file mode 100644 index 00000000..cacd7bcb --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs @@ -0,0 +1,436 @@ +// 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 +{ + /// + /// Samples and helpers for creating TMProLink animations + /// + namespace TMProLinkAnimEffects + { + /// + /// Used by BaseEffect and child classes to configure how locations and pivots are calculated + /// before being passed to internal functions. + /// + public enum TMPLinkAnimatorMode + { + PerCharacter, + PerWord, + PerSection, + PerLine, + } + + /// + /// 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. + /// + 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 + + /// + /// Helper for mesh vertex updating within a found link, adapted from TMPRo examples VertexJitter. + /// + /// + /// + /// + /// + /// + /// + static public void MeshVertUpdateLoop(TMProLinkAnimator context, int start, int length, System.Func transformFunc, System.Func 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; + } + } + + /// + /// Same as calcing a character mid but averaging over all characters in the given character range + /// + /// + /// + /// + /// + 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); + } + + /// + /// Determine which TMPro World a given character index is within + /// + /// + /// + /// + 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; + } + + /// + /// Determine which TMPro Line a given character index is within + /// + /// + /// + /// + 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 + } + + /// + /// Shake the element, by moving centre slightly and randomly rolling each update. + /// + 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); + } + } + + /// + /// Wiggle the position by over time using perlin noise to offset its centre. + /// + 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); + } + } + + /// + /// Use a sine wave by time to offset the height of the element. + /// + 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); + } + } + + /// + /// Use a sinewave to swing or pivot the element around its centre back n forth. + /// + 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); + } + } + + /// + /// 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 + /// + 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); + } + } + + /// + /// Bounce up and down on an endless parabolic curve. + /// + 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); + } + } + + /// + /// Create a staircase effect of the the elements. + /// + 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); + } + } + + /// + /// Cycle the colors of the elements by forcing color to a roling Hue and fixed SV color value. + /// + 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 \ No newline at end of file diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs.meta b/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs.meta new file mode 100644 index 00000000..24231d34 --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimEffects.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5a2f0563cd4feb744975e63982dc480c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs b/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs new file mode 100644 index 00000000..8cb48985 --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs @@ -0,0 +1,104 @@ +// 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 System.Collections.Generic; + +#if UNITY_2018_1_OR_NEWER + +namespace Fungus +{ + /// + /// Static lookup for Text Mesh Pro Link animations. TMPro tracks and holds information about + /// link tags in its text body and is recommended as one of the ways to achieve effects within + /// a body of text. Giving you the text within the link and the name/hash of the link id itself. + /// + /// Such that {link="shake"}this text will be marked up as within shake link{/link}. + /// + /// By assigning to the LinkHashToEffect dictionary with a key of TMPro.TMP_TextUtilities.GetSimpleHashCode("shake") + /// and a matching function signature that can then be used the the TMProLinkAnimator. + /// + /// See TMProLinkAnimEffects for sample basis for creating effects. + /// + public static class TMProLinkAnimLookup + { + //required signature for all TMProAnim functions for use in the lookup + public delegate void TMProAnimFunc(TMProLinkAnimator beh, int start, int length); + + //static lookup for all tmpro link style lookups + //this is where additional effects would be added + static public Dictionary LinkHashToEffect = new Dictionary() + { + //comments left here for the effects that are added in the demo scene + /* + {TMPro.TMP_TextUtilities.GetSimpleHashCode("shake"), + new TMProLinkAnimEffects.ShakeEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerLine, + offsetScale = 2, + rotScale = 15 + }.DoEffect }, + {TMPro.TMP_TextUtilities.GetSimpleHashCode("wiggle"), + new TMProLinkAnimEffects.WiggleEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerSection, + scale = 5 + }.DoEffect }, + {TMPro.TMP_TextUtilities.GetSimpleHashCode("wave"), + new TMProLinkAnimEffects.WaveEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + speed = 10, + indexStep = 0.3f, + scale = 2 + }.DoEffect }, + {TMPro.TMP_TextUtilities.GetSimpleHashCode("pivot"), + new TMProLinkAnimEffects.PivotEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord, + speed = 10, + degScale = 15 + }.DoEffect + }, + {TMPro.TMP_TextUtilities.GetSimpleHashCode("rainbow"), + new TMProLinkAnimEffects.RainbowEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + speed = 2, + indexStep = 0.1f, + s = 0.8f, + v = 0.8f + }.DoEffect + }, + {TMPro.TMP_TextUtilities.GetSimpleHashCode("ascend"), + new TMProLinkAnimEffects.AscendEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + totalStep = 10 + }.DoEffect + }, + */ + }; + + static public void AddHelper(string linkIdText, TMProAnimFunc func) + { + LinkHashToEffect.Add(TMPro.TMP_TextUtilities.GetSimpleHashCode(linkIdText), func); + } + + static public void AddHelper(string linkIdText, TMProLinkAnimEffects.BaseEffect baseEffect) + { + LinkHashToEffect.Add(TMPro.TMP_TextUtilities.GetSimpleHashCode(linkIdText), baseEffect.DoEffect); + } + + static public void Remove(string linkIdText) + { + LinkHashToEffect.Remove(TMPro.TMP_TextUtilities.GetSimpleHashCode(linkIdText)); + } + + static public void RemoveAll() + { + LinkHashToEffect.Clear(); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs.meta b/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs.meta new file mode 100644 index 00000000..8ec124ce --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimLookup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a3990bfc87d31047a6cc1e300dff1d7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs b/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs new file mode 100644 index 00000000..40e47a4b --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs @@ -0,0 +1,206 @@ +// 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 +{ + /// + /// 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. + /// + [DisallowMultipleComponent] + public class TMProLinkAnimator : MonoBehaviour + { + #region Auto Add Component + + /// + /// Ensure we are being notified of TMPro changes. + /// + [RuntimeInitializeOnLoadMethod] + public static void RegisterAutoAddTMPLinkAnim() + { + TMPro.TMPro_EventManager.TEXT_CHANGED_EVENT.Add(AutoAddTMPLinkAnim); + } + + /// + /// Adds a suite of default link text animations. These can be removed via the + /// TMProLinkAnimLookup if desired. + /// + [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), + }); + } + + /// + /// Called by TMPro when a text is changed, ensuring link animator is there and + /// that data is ready for it to use. + /// + /// + 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(); + if (tmpa == null) + { + tmpa = tmp.gameObject.AddComponent(); + tmpa.TMProComponent = tmp; + } + + tmpa.SetDirty(); + tmpa.UpdateAnimation(); + } + } + } + + /// + /// Cache of the TMProLinkAnimator that just forced an update of the TMProText, used to + /// prevent cyclic updates of TMPro mesh content. + /// + 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(); + } + } + + protected void Update() + { + UpdateAnimation(); + } + + /// + /// If there is TMPro and a link to potentially animate then ask the AnimLookup for it + /// + 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 \ No newline at end of file diff --git a/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs.meta b/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs.meta new file mode 100644 index 00000000..3d8db4f2 --- /dev/null +++ b/Assets/Fungus/Scripts/Utils/TMProLinkAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: beb7176ffd78d904497350708b9f8134 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Fungus/Scripts/Utils/TextAdapter.cs b/Assets/Fungus/Scripts/Utils/TextAdapter.cs index 4462449a..34f2f188 100644 --- a/Assets/Fungus/Scripts/Utils/TextAdapter.cs +++ b/Assets/Fungus/Scripts/Utils/TextAdapter.cs @@ -87,7 +87,7 @@ namespace Fungus } #if UNITY_2018_1_OR_NEWER - if(tmpro != null) + if (tmpro != null) { tmpro.richText = true; } @@ -167,7 +167,7 @@ namespace Fungus { return (textUI != null || inputField != null || textMesh != null || textComponent != null || #if UNITY_2018_1_OR_NEWER - tmpro !=null || + tmpro != null || #endif writerTextDestination != null); } @@ -199,6 +199,54 @@ namespace Fungus return false; } + public bool SupportsHiddenCharacters() + { +#if UNITY_2018_1_OR_NEWER + if (tmpro != null) + { + return true; + } +#endif + return false; + } + + public int RevealedCharacters + { + get + { +#if UNITY_2018_1_OR_NEWER + if (tmpro != null) + { + return tmpro.maxVisibleCharacters; + } +#endif + return 0; + } + set + { +#if UNITY_2018_1_OR_NEWER + if (tmpro != null) + { + tmpro.maxVisibleCharacters = value; + } +#endif + } + } + + public int CharactersToReveal + { + get + { +#if UNITY_2018_1_OR_NEWER + if (tmpro != null) + { + return tmpro.textInfo.characterCount; + } +#endif + return 0; + } + } + public virtual string Text { get diff --git a/Assets/Fungus/Scripts/Utils/TextTagParser.cs b/Assets/Fungus/Scripts/Utils/TextTagParser.cs index a9d31a1f..3faade90 100644 --- a/Assets/Fungus/Scripts/Utils/TextTagParser.cs +++ b/Assets/Fungus/Scripts/Utils/TextTagParser.cs @@ -161,7 +161,15 @@ namespace Fungus { type = TokenType.AudioStop; } - + else if (tag.StartsWith("link=")) + { + type = TokenType.LinkStart; + } + else if (tag.StartsWith("/link")) + { + type = TokenType.LinkEnd; + } + if (type != TokenType.Invalid) { TextTagToken token = new TextTagToken(); @@ -215,6 +223,7 @@ namespace Fungus "\t{wp}, {wp=0.5} Wait on punctuation (seconds){/wp}\n" + "\t{c} Clear\n" + "\t{x} Exit, advance to the next command without waiting for input\n" + + "\t{link=id}link text{/link} link text\n" + "\n" + "\t{vpunch=10,0.5} Vertically punch screen (intensity,time)\n" + "\t{hpunch=10,0.5} Horizontally punch screen (intensity,time)\n" + diff --git a/Assets/Fungus/Scripts/Utils/TextTagToken.cs b/Assets/Fungus/Scripts/Utils/TextTagToken.cs index f686610f..92edf3a9 100644 --- a/Assets/Fungus/Scripts/Utils/TextTagToken.cs +++ b/Assets/Fungus/Scripts/Utils/TextTagToken.cs @@ -68,6 +68,10 @@ namespace Fungus AudioStop, /// wvo WaitForVoiceOver, + /// link start + LinkStart, + /// link end + LinkEnd, } /// diff --git a/Assets/FungusExamples/TextMeshPro/TMPro Link Default Effects Demo.unity b/Assets/FungusExamples/TextMeshPro/TMPro Link Default Effects Demo.unity new file mode 100644 index 00000000..9d8751b7 --- /dev/null +++ b/Assets/FungusExamples/TextMeshPro/TMPro Link Default Effects Demo.unity @@ -0,0 +1,1712 @@ +%YAML 1.1 +%TAG 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Serves as + /// an example of how you might configure these effects and variations of them in + /// your projects + /// + public class TMProLinkStylingDemo : MonoBehaviour + { + private void Awake() + { + //force clearing and adding our own effects here + TMProLinkAnimLookup.RemoveAll(); + + TMProLinkAnimLookup.AddHelper("shake", new TMProLinkAnimEffects.ShakeEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + offsetScale = Vector2.one * 2, + rotScale = 15 + }); + TMProLinkAnimLookup.AddHelper("wiggle", new TMProLinkAnimEffects.WiggleEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerSection, + offsetScale = Vector2.one * 5 + }); + TMProLinkAnimLookup.AddHelper("wave", new TMProLinkAnimEffects.WaveEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + speed = 10, + indexStep = 0.3f, + scale = 2 + }); + TMProLinkAnimLookup.AddHelper("pivot", new TMProLinkAnimEffects.PivotEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord, + speed = 10, + degScale = 15 + }); + TMProLinkAnimLookup.AddHelper("rainbow", new TMProLinkAnimEffects.RainbowEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + speed = 2, + indexStep = 0.1f, + s = 0.8f, + v = 0.8f + }); + TMProLinkAnimLookup.AddHelper("ascend", new TMProLinkAnimEffects.AscendEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerCharacter, + totalStep = 10, + }); + TMProLinkAnimLookup.AddHelper("pulse", new TMProLinkAnimEffects.PulseEffect() + { + mode = TMProLinkAnimEffects.TMPLinkAnimatorMode.PerWord, + speed = 3, + HSVIntensityScale = 0.15f, + hueScale = 0, + saturationScale = 0, + scale = new Vector3(0.05f, 0.05f, 0), + }); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs.meta b/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs.meta new file mode 100644 index 00000000..0171221d --- /dev/null +++ b/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d3b019791b0794419d9937f571dd578 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/WritingSpeedTest.unity b/Assets/Tests/WritingSpeedTest.unity index 5703fda7..94903426 100644 --- a/Assets/Tests/WritingSpeedTest.unity +++ b/Assets/Tests/WritingSpeedTest.unity @@ -120,6 +120,124 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &258418180 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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