Esempio n. 1
0
    private IEnumerator WriteText(float startDelay)
    {
        working = true; // Change our working state to true;

        yield return(new WaitForSecondsRealtime(startDelay));

        timePerCharacter = TotalWriteTime / originalText.Length;
        OnTextWriterStart?.Invoke(); // Call our start delegate

        var size = originalText.Length;

        while (currIndex < size)
        {
            currIndex = SkipTokens(originalText, currIndex);        // Skip tokens like <color></color>
            var newText = originalText.Substring(0, currIndex + 1); // Get the text we need to display
            var rest    = originalText.Substring(currIndex + 1);
            if (InvisibleCharacterPadding)
            {
                var tokenlessText = RemoveAllTokens(rest);                   // Removes (temporarily) any future color tokens
                newText += "<color=#00000000>" + tokenlessText + "</color>"; // Hide the rest of the characters with an invisible character
            }
            TextMeshProTarget.text = newText;                                // Set it
            currIndex++;                                                     //Increment
            yield return(new WaitForSecondsRealtime(timePerCharacter));      // Wait for our desired time
        }

        OnTextWriterStop?.Invoke(); // Call our stop delegate
        working = false;            // set our working state to false

        yield break;
    }
Esempio n. 2
0
    public void Restart()
    {
        OnTextWriterRestart?.Invoke(); // Call our delegate event
        Skip();                        // Skip anything we're still writing
        TextMeshProTarget.text = "";   // Clear the text content of the object
        currIndex = 0;                 // Reset the index

        if (AutoStartWriting)
        {
            StartWriting();
        }
    }