Example #1
0
 static StackObject *AssignFromStack_m_textInfo_0(ref object o, ILIntepreter __intp, StackObject *ptr_of_this_method, IList <object> __mStack)
 {
     ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
     TMPro.TMP_TextInfo @m_textInfo = (TMPro.TMP_TextInfo) typeof(TMPro.TMP_TextInfo).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack), (CLR.Utils.Extensions.TypeFlags) 0);
     ((TMPro.TMP_Text)o).m_textInfo = @m_textInfo;
     return(ptr_of_this_method);
 }
        /// <summary>
        /// Plays the typewriter effect.
        /// </summary>
        public IEnumerator Play()
        {
            if ((textComponent != null) && (charactersPerSecond > 0))
            {
                if (waitOneFrameBeforeStarting)
                {
                    yield return(null);
                }
                if (audioSource != null)
                {
                    audioSource.clip = audioClip;
                }
                onBegin.Invoke();
                IsPlaying = true;
                paused    = false;
                float delay    = 1 / charactersPerSecond;
                float lastTime = DialogueTime.time;
                float elapsed  = 0;
                textComponent.maxVisibleCharacters = 0;
                textComponent.ForceMeshUpdate();
                yield return(null);

                textComponent.maxVisibleCharacters = 0;
                textComponent.ForceMeshUpdate();
                TMPro.TMP_TextInfo textInfo = textComponent.textInfo;
                int totalVisibleCharacters  = textInfo.characterCount; // Get # of Visible Character in text object
                charactersTyped = 0;
                while (charactersTyped < totalVisibleCharacters)
                {
                    if (!paused)
                    {
                        var deltaTime = DialogueTime.time - lastTime;
                        elapsed += deltaTime;
                        var goal = elapsed * charactersPerSecond;
                        while (charactersTyped < goal)
                        {
                            PlayCharacterAudio();
                            onCharacter.Invoke();
                            charactersTyped++;
                        }
                    }
                    textComponent.maxVisibleCharacters = charactersTyped;
                    HandleAutoScroll();
                    //---Uncomment the line below to debug:
                    //Debug.Log(textComponent.text.Substring(0, charactersTyped).Replace("<", "[").Replace(">", "]") + " (typed=" + charactersTyped + ")");
                    lastTime = DialogueTime.time;
                    var delayTime      = DialogueTime.time + delay;
                    int delaySafeguard = 0;
                    while (DialogueTime.time < delayTime && delaySafeguard < 999)
                    {
                        delaySafeguard++;
                        yield return(null);
                    }
                }
            }
            Stop();
        }
        public IEnumerator LoadPageAsync(string pageText)
        {
            textMesh.maxVisibleCharacters = 0;
            textMesh.text          = pageText;
            textMesh.pageToDisplay = 1;

            // Wait for TMP to process the page text.
            yield return(new WaitUntil(
                             () => (textInfo = textMesh.GetTextInfo(pageText)).characterCount > 0));

            parsedPageText = textMesh.GetParsedText();
        }
Example #4
0
        static int _m_GetTextInfo(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                TMPro.TextMeshProUGUI gen_to_be_invoked = (TMPro.TextMeshProUGUI)translator.FastGetCSObj(L, 1);



                {
                    string _text = LuaAPI.lua_tostring(L, 2);

                    TMPro.TMP_TextInfo gen_ret = gen_to_be_invoked.GetTextInfo(_text);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
        /// <summary>
        /// Plays the typewriter effect.
        /// </summary>
        public virtual IEnumerator Play(int fromIndex)
        {
            if ((textComponent != null) && (charactersPerSecond > 0))
            {
                if (waitOneFrameBeforeStarting)
                {
                    yield return(null);
                }
                fromIndex = StripRPGMakerCodes(Tools.StripTags(textComponent.text.Substring(0, fromIndex))).Length;
                ProcessRPGMakerCodes();
                ProcessTags();
                if (runtimeAudioSource != null)
                {
                    runtimeAudioSource.clip = audioClip;
                }
                onBegin.Invoke();
                paused = false;
                float delay    = 1 / charactersPerSecond;
                float lastTime = DialogueTime.time;
                float elapsed  = fromIndex / charactersPerSecond;
                textComponent.maxVisibleCharacters = fromIndex;
                textComponent.ForceMeshUpdate();
                yield return(null);

                textComponent.maxVisibleCharacters = fromIndex;
                textComponent.ForceMeshUpdate();
                TMPro.TMP_TextInfo textInfo = textComponent.textInfo;
                var parsedText             = textComponent.GetParsedText();
                int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
                charactersTyped = fromIndex;
                int skippedCharacters = 0;
                while (charactersTyped < totalVisibleCharacters)
                {
                    if (!paused)
                    {
                        var deltaTime = DialogueTime.time - lastTime;
                        elapsed += deltaTime;
                        var goal = (elapsed * charactersPerSecond) + skippedCharacters;
                        while (charactersTyped < goal)
                        {
                            if (rpgMakerTokens.ContainsKey(charactersTyped))
                            {
                                var tokens = rpgMakerTokens[charactersTyped];
                                for (int i = 0; i < tokens.Count; i++)
                                {
                                    var token = tokens[i];
                                    switch (token)
                                    {
                                    case RPGMakerTokenType.QuarterPause:
                                        yield return(DialogueTime.WaitForSeconds(quarterPauseDuration));

                                        break;

                                    case RPGMakerTokenType.FullPause:
                                        yield return(DialogueTime.WaitForSeconds(fullPauseDuration));

                                        break;

                                    case RPGMakerTokenType.SkipToEnd:
                                        charactersTyped = totalVisibleCharacters - 1;
                                        break;

                                    case RPGMakerTokenType.InstantOpen:
                                        var close = false;
                                        while (!close && charactersTyped < totalVisibleCharacters)
                                        {
                                            charactersTyped++;
                                            skippedCharacters++;
                                            if (rpgMakerTokens.ContainsKey(charactersTyped) && rpgMakerTokens[charactersTyped].Contains(RPGMakerTokenType.InstantClose))
                                            {
                                                close = true;
                                            }
                                        }
                                        break;
                                    }
                                }
                            }
                            var typedCharacter = (0 <= charactersTyped && charactersTyped < parsedText.Length) ? parsedText[charactersTyped] : ' ';
                            if (charactersTyped < totalVisibleCharacters && !IsSilentCharacter(typedCharacter))
                            {
                                PlayCharacterAudio(typedCharacter);
                            }
                            onCharacter.Invoke();
                            charactersTyped++;
                            textComponent.maxVisibleCharacters = charactersTyped;
                            if (IsFullPauseCharacter(typedCharacter))
                            {
                                yield return(DialogueTime.WaitForSeconds(fullPauseDuration));
                            }
                            else if (IsQuarterPauseCharacter(typedCharacter))
                            {
                                yield return(DialogueTime.WaitForSeconds(quarterPauseDuration));
                            }
                        }
                    }
                    textComponent.maxVisibleCharacters = charactersTyped;
                    HandleAutoScroll();
                    //---Uncomment the line below to debug:
                    //Debug.Log(textComponent.text.Substring(0, charactersTyped).Replace("<", "[").Replace(">", "]") + " (typed=" + charactersTyped + ")");
                    lastTime = DialogueTime.time;
                    var delayTime      = DialogueTime.time + delay;
                    int delaySafeguard = 0;
                    while (DialogueTime.time < delayTime && delaySafeguard < 999)
                    {
                        delaySafeguard++;
                        yield return(null);
                    }
                }
            }
            Stop();
        }
Example #6
0
        // from textmeshpro examples
        void WarpText()
        {
            VertexCurve.preWrapMode  = WrapMode.Clamp;
            VertexCurve.postWrapMode = WrapMode.Clamp;

            //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;

            Vector3[] vertices;
            Matrix4x4 matrix;

            var m_TextComponent = title;

            m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
            CurveScale *= 10;
            float          old_CurveScale = CurveScale;
            AnimationCurve old_curve      = CopyAnimationCurve(VertexCurve);


            old_CurveScale = CurveScale;
            old_curve      = CopyAnimationCurve(VertexCurve);

            m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.

            TMPro.TMP_TextInfo textInfo = m_TextComponent.textInfo;
            int characterCount          = textInfo.characterCount;

            if (characterCount == 0)
            {
                return;
            }

            //vertices = textInfo.meshInfo[0].vertices;
            //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;

            float boundsMinX = m_TextComponent.bounds.min.x;  //textInfo.meshInfo[0].mesh.bounds.min.x;
            float boundsMaxX = m_TextComponent.bounds.max.x;  //textInfo.meshInfo[0].mesh.bounds.max.x;



            for (int i = 0; i < characterCount; i++)
            {
                if (!textInfo.characterInfo[i].isVisible)
                {
                    continue;
                }

                int vertexIndex = textInfo.characterInfo[i].vertexIndex;

                // Get the index of the mesh used by this character.
                int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;

                vertices = textInfo.meshInfo[materialIndex].vertices;

                // Compute the baseline mid point for each character
                Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
                //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);

                // Apply offset to adjust our pivot point.
                vertices[vertexIndex + 0] += -offsetToMidBaseline;
                vertices[vertexIndex + 1] += -offsetToMidBaseline;
                vertices[vertexIndex + 2] += -offsetToMidBaseline;
                vertices[vertexIndex + 3] += -offsetToMidBaseline;

                // Compute the angle of rotation for each character based on the animation curve
                float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
                float x1 = x0 + 0.0001f;
                float y0 = VertexCurve.Evaluate(x0) * CurveScale;
                float y1 = VertexCurve.Evaluate(x1) * CurveScale;

                Vector3 horizontal = new Vector3(1, 0, 0);
                //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
                Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);

                float   dot   = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
                Vector3 cross = Vector3.Cross(horizontal, tangent);
                float   angle = cross.z > 0 ? dot : 360 - dot;

                matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);

                vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
                vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
                vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
                vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);

                vertices[vertexIndex + 0] += offsetToMidBaseline;
                vertices[vertexIndex + 1] += offsetToMidBaseline;
                vertices[vertexIndex + 2] += offsetToMidBaseline;
                vertices[vertexIndex + 3] += offsetToMidBaseline;
            }


            // Upload the mesh with the revised information
            m_TextComponent.UpdateVertexData();
        }
Example #7
0
 // TODO: remove from here
 public virtual bool FixTMProDiacriticPositions(TMPro.TMP_TextInfo textInfo)
 {
     return(true);
 }