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 @@
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+guid: beb7176ffd78d904497350708b9f8134
+MonoImporter:
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+ executionOrder: 0
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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 @@
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diff --git a/Assets/FungusExamples/TextMeshPro/TMPro Link Effects Custom.unity.meta b/Assets/FungusExamples/TextMeshPro/TMPro Link Effects Custom.unity.meta
new file mode 100644
index 00000000..c410dc25
--- /dev/null
+++ b/Assets/FungusExamples/TextMeshPro/TMPro Link Effects Custom.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs b/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs
new file mode 100644
index 00000000..d09a0953
--- /dev/null
+++ b/Assets/FungusExamples/TextMeshPro/TMProLinkStylingDemo.cs
@@ -0,0 +1,72 @@
+// 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.Examples
+{
+ ///
+ /// Used in TMPro Link Anim Demo, adds a number of sample animation styles. 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
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new file mode 100644
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diff --git a/Assets/Tests/WritingSpeedTest.unity b/Assets/Tests/WritingSpeedTest.unity
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