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161 lines
6.7 KiB
161 lines
6.7 KiB
using UnityEngine; |
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using System.Collections; |
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namespace TMPro.Examples |
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{ |
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public class VertexShakeA : MonoBehaviour |
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{ |
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public float AngleMultiplier = 1.0f; |
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public float SpeedMultiplier = 1.0f; |
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public float ScaleMultiplier = 1.0f; |
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public float RotationMultiplier = 1.0f; |
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private TMP_Text m_TextComponent; |
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private bool hasTextChanged; |
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void Awake() |
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{ |
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m_TextComponent = GetComponent<TMP_Text>(); |
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} |
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void OnEnable() |
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{ |
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// Subscribe to event fired when text object has been regenerated. |
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); |
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} |
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void OnDisable() |
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{ |
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); |
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} |
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void Start() |
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{ |
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StartCoroutine(AnimateVertexColors()); |
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} |
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void ON_TEXT_CHANGED(Object obj) |
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{ |
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if (obj = m_TextComponent) |
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hasTextChanged = true; |
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} |
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/// <summary> |
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/// Method to animate vertex colors of a TMP Text object. |
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/// </summary> |
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/// <returns></returns> |
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IEnumerator AnimateVertexColors() |
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{ |
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// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. |
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// Alternatively, we could yield and wait until the end of the frame when the text object will be generated. |
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m_TextComponent.ForceMeshUpdate(); |
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TMP_TextInfo textInfo = m_TextComponent.textInfo; |
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Matrix4x4 matrix; |
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Vector3[][] copyOfVertices = new Vector3[0][]; |
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hasTextChanged = true; |
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while (true) |
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{ |
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// Allocate new vertices |
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if (hasTextChanged) |
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{ |
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if (copyOfVertices.Length < textInfo.meshInfo.Length) |
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copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; |
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for (int i = 0; i < textInfo.meshInfo.Length; i++) |
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{ |
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int length = textInfo.meshInfo[i].vertices.Length; |
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copyOfVertices[i] = new Vector3[length]; |
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} |
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hasTextChanged = false; |
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} |
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int characterCount = textInfo.characterCount; |
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// If No Characters then just yield and wait for some text to be added |
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if (characterCount == 0) |
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{ |
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yield return new WaitForSeconds(0.25f); |
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continue; |
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} |
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int lineCount = textInfo.lineCount; |
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// Iterate through each line of the text. |
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for (int i = 0; i < lineCount; i++) |
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{ |
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int first = textInfo.lineInfo[i].firstCharacterIndex; |
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int last = textInfo.lineInfo[i].lastCharacterIndex; |
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// Determine the center of each line |
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Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; |
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Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier); |
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// Iterate through each character of the line. |
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for (int j = first; j <= last; j++) |
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{ |
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// Skip characters that are not visible and thus have no geometry to manipulate. |
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if (!textInfo.characterInfo[j].isVisible) |
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continue; |
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// Get the index of the material used by the current character. |
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int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; |
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// Get the index of the first vertex used by this text element. |
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int vertexIndex = textInfo.characterInfo[j].vertexIndex; |
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// Get the vertices of the mesh used by this text element (character or sprite). |
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Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; |
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// Need to translate all 4 vertices of each quad to aligned with center of character. |
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// This is needed so the matrix TRS is applied at the origin for each character. |
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copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine; |
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// Determine the random scale change for each character. |
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float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier); |
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// Setup the matrix rotation. |
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matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale); |
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// Apply the matrix TRS to the individual characters relative to the center of the current line. |
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copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); |
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copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); |
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copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); |
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copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); |
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// Revert the translation change. |
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copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; |
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copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; |
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} |
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} |
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// Push changes into meshes |
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for (int i = 0; i < textInfo.meshInfo.Length; i++) |
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{ |
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textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; |
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m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); |
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} |
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yield return new WaitForSeconds(0.1f); |
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} |
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} |
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} |
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} |