private void CreateStepLine() { int textID = GameTextDatabase.INVALID_TEXT_ID; GameTextDatabase gameTextDatabase = null; bool autoClose = false; Vector2 stepLineDimensions = Vector2.zero; gameTextDatabase = GameTextDatabase.Instance; if ((gameTextDatabase != null) && (symbolDatabase != null) && (stepLineObject == null)) { if (invest) { textID = GameTextDatabase.TEXT_ID_TRANSACTION_INVEST_UNIT; } else { textID = GameTextDatabase.TEXT_ID_TRANSACTION_DRAW_UNIT; } stepLine = gameTextDatabase.GetSystemText(textID, ref autoClose); stepLine = stepLine + " " + currentValueStep; stepLineObject = new GameObject("StepLineObject"); stepLineObject.transform.SetParent(transform, false); stepLineObject.transform.localPosition = Vector3.zero; stepLineComponent = stepLineObject.AddComponent <SpritedString>(); stepLineComponent.SetSymbolSource(symbolDatabase); stepLineComponent.SetValue(stepLine); stepLineDimensions = stepLineComponent.GetWorldDimensions(); stepLineArea.width = stepLineDimensions.x; stepLineArea.height = stepLineDimensions.y; } }
protected override void AdjustTextLines() { GameObject textLineObject = null; SpritedString textLineComponent = null; if (speakerName != null) { textLineObject = new GameObject("NameLineObject"); textLineComponent = textLineObject.AddComponent <SpritedString>(); textLineComponent.SetSymbolSource(symbolDatabase); textLineComponent.SetValue(speakerName); textLineComponent.SetColor(new Color(0.7f, 0f, 0f)); if (!AddExtraTextLine(textLineComponent, true)) { textLineComponent.Clear(); Destroy(textLineObject); } } }
private void SplitTextIntoLines() { GameObject textLineObject = null; SpritedString textLineComponent = null; string textLine = null; int textLineLength = 0; int textLineIndex = -1; float textLineWidth = 0f; float interval = 0f; float position = 0f; int lineFirstIndex = -1; int lineLastIndex = -1; int lineLastIndexValid = -1; int lineLastIndexNext = -1; int lineLastIndexPrevious = -1; bool lineReady = false; bool allLinesReady = false; bool spaceFound = false; /*halmeida - to get one line I gotta create a long enough SpritedString that fits * exactly into the maxTextWidth. If I don't have enough characters to fill the width, * I will just make a shorter line. Adding character by character to the SpritedString * would be too slow, so I use a sort of bynary search, looking for the maximum valid * size for each line.*/ if ((text != null) && (textLines == null)) { textLineIndex = 0; lineFirstIndex = 0; lineLastIndex = text.Length - 1; while (!allLinesReady) { lineLastIndexValid = -1; interval = lineLastIndex - lineFirstIndex + 1; position = lineFirstIndex + interval; while (!lineReady) { if (textLineObject == null) { textLineObject = new GameObject("TextLineObject" + textLineIndex); textLineObject.transform.SetParent(transform, false); textLineObject.transform.localPosition = Vector3.zero; textLineComponent = textLineObject.AddComponent <SpritedString>(); textLineComponent.SetSymbolSource(symbolDatabase); } textLineLength = lineLastIndex - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineWidth = symbolDatabase.GetStringWidthWorldSpace(textLine); //Debug.Log("Debug : TextBox : attempting text line width "+textLineWidth+"."); interval = interval / 2f; if (textLineWidth > maxTextWidth) { position -= interval; } else { lineLastIndexValid = lineLastIndex; position += interval; } lineLastIndexNext = (int)position; /*halmeida - the position value itself should never be the same, but since it is rounded * to an integer index, we may end up falling back to a previously checked index. When that * happens, it means the interval has become small enough to stop the search.*/ if ((lineLastIndexNext == lineLastIndexPrevious) || (lineLastIndexNext == lineLastIndex) || (lineLastIndexNext > text.Length - 1)) { if (lineLastIndexValid == -1) { /*halmeida - after all the searching, no valid size was found. This probably means * the maxTextWidth is just too small to fit even one character. Even so we will * forcibly accept a one character wide line.*/ lineLastIndexValid = lineFirstIndex; } if (lineLastIndexValid > lineFirstIndex) { /*halmeida - if there is more than one character in the line, we can check for * word integrity. We cannot break a word into two lines. This means that the last * character in a line that is not the last line has to be an empty space or the * space has to be the first character in the next line.*/ if ((lineLastIndexValid + 1) < text.Length) { spaceFound = false; for (int i = (lineLastIndexValid + 1); i > lineFirstIndex; i--) { if (text[i] == ' ') { lineLastIndexValid = i - 1; spaceFound = true; } else { if (spaceFound) { break; } } } } } lineReady = true; /*halmeida - we didn't necessarily end the search at a valid size, but the last valid * size found is the biggest possible one. So we use that value to build the line.*/ textLineLength = lineLastIndexValid - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineComponent.SetValue(textLine); textLineComponent.ToggleAllSymbolVisuals(false); //Debug.Log("Debug : TextBox : line "+textLineIndex+" is \""+textLine+"\"."); textLineWidth = textLineComponent.GetWorldDimensions().x; //Debug.Log("Debug : TextBox : final text line width "+textLineWidth+"."); if (textLineWidth > maxLineWidth) { maxLineWidth = textLineWidth; } } else { lineLastIndexPrevious = lineLastIndex; lineLastIndex = lineLastIndexNext; } } UsefulFunctions.IncreaseArray <string>(ref textLines, textLine); UsefulFunctions.IncreaseArray <GameObject>(ref textLineObjects, textLineObject); UsefulFunctions.IncreaseArray <SpritedString>(ref textLineComponents, textLineComponent); textLine = null; textLineObject = null; textLineComponent = null; if (lineLastIndexValid == (text.Length - 1)) { allLinesReady = true; } else { textLineIndex++; lineFirstIndex = lineLastIndexValid + 1; for (int i = lineFirstIndex; i < text.Length; i++) { if (text[i] == ' ') { lineFirstIndex++; if (lineFirstIndex == text.Length) { allLinesReady = true; } } else { break; } } lineLastIndex = text.Length - 1; lineReady = false; } } } }