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144 lines
5.9 KiB
144 lines
5.9 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 WarpTextExample : MonoBehaviour |
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{ |
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private TMP_Text m_TextComponent; |
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public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); |
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public float AngleMultiplier = 1.0f; |
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public float SpeedMultiplier = 1.0f; |
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public float CurveScale = 1.0f; |
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void Awake() |
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{ |
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m_TextComponent = gameObject.GetComponent<TMP_Text>(); |
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} |
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void Start() |
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{ |
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StartCoroutine(WarpText()); |
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} |
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private AnimationCurve CopyAnimationCurve(AnimationCurve curve) |
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{ |
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AnimationCurve newCurve = new AnimationCurve(); |
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newCurve.keys = curve.keys; |
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return newCurve; |
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} |
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/// <summary> |
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/// Method to curve text along a Unity animation curve. |
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/// </summary> |
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/// <param name="textComponent"></param> |
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/// <returns></returns> |
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IEnumerator WarpText() |
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{ |
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VertexCurve.preWrapMode = WrapMode.Clamp; |
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VertexCurve.postWrapMode = WrapMode.Clamp; |
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//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; |
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Vector3[] vertices; |
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Matrix4x4 matrix; |
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m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. |
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CurveScale *= 10; |
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float old_CurveScale = CurveScale; |
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AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); |
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while (true) |
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{ |
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if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value) |
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{ |
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yield return null; |
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continue; |
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} |
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old_CurveScale = CurveScale; |
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old_curve = CopyAnimationCurve(VertexCurve); |
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m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. |
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TMP_TextInfo textInfo = m_TextComponent.textInfo; |
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int characterCount = textInfo.characterCount; |
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if (characterCount == 0) continue; |
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//vertices = textInfo.meshInfo[0].vertices; |
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//int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; |
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float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; |
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float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; |
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for (int i = 0; i < characterCount; i++) |
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{ |
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if (!textInfo.characterInfo[i].isVisible) |
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continue; |
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int vertexIndex = textInfo.characterInfo[i].vertexIndex; |
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// Get the index of the mesh used by this character. |
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int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; |
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vertices = textInfo.meshInfo[materialIndex].vertices; |
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// Compute the baseline mid point for each character |
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Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); |
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//float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); |
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// Apply offset to adjust our pivot point. |
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vertices[vertexIndex + 0] += -offsetToMidBaseline; |
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vertices[vertexIndex + 1] += -offsetToMidBaseline; |
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vertices[vertexIndex + 2] += -offsetToMidBaseline; |
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vertices[vertexIndex + 3] += -offsetToMidBaseline; |
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// Compute the angle of rotation for each character based on the animation curve |
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float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. |
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float x1 = x0 + 0.0001f; |
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float y0 = VertexCurve.Evaluate(x0) * CurveScale; |
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float y1 = VertexCurve.Evaluate(x1) * CurveScale; |
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Vector3 horizontal = new Vector3(1, 0, 0); |
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//Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); |
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Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); |
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float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; |
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Vector3 cross = Vector3.Cross(horizontal, tangent); |
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float angle = cross.z > 0 ? dot : 360 - dot; |
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matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); |
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vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); |
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vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); |
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vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); |
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vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); |
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vertices[vertexIndex + 0] += offsetToMidBaseline; |
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vertices[vertexIndex + 1] += offsetToMidBaseline; |
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vertices[vertexIndex + 2] += offsetToMidBaseline; |
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vertices[vertexIndex + 3] += offsetToMidBaseline; |
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} |
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// Upload the mesh with the revised information |
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m_TextComponent.UpdateVertexData(); |
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yield return new WaitForSeconds(0.025f); |
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} |
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} |
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} |
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}
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