public static IEnumerator Initialize(Transform parent) { CustomText tmpText = InitText(spacingChar, Color.clear, ChatConfig.instance.ChatScale, new Vector2(ChatConfig.instance.ChatWidth, 1), new Vector3(0, -100, 0), new Quaternion(0, 0, 0, 0), parent, TextAnchor.UpperLeft, false); yield return(null); imageSpacingWidth = tmpText.preferredWidth; //Plugin.Log($"Preferred width was {tmpText.preferredWidth.ToString()} with {tmpText.text.Length.ToString()} spaces"); GameObject.Destroy(tmpText.gameObject); }
public static CustomText InitText(string text, Color textColor, float fontSize, Vector2 sizeDelta, Vector3 position, Quaternion rotation, Transform parent, TextAnchor textAlign, bool wrapText, Material mat = null) { GameObject newGameObj = new GameObject("CustomText"); CustomText tmpText = newGameObj.AddComponent <CustomText>(); if (wrapText) { var mcs = newGameObj.AddComponent <ContentSizeManager>(); mcs.transform.SetParent(tmpText.rectTransform, false); mcs.Init(); var fitter = newGameObj.AddComponent <ContentSizeFitter>(); fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize; } newGameObj.AddComponent <Shadow>(); CanvasScaler scaler = newGameObj.AddComponent <CanvasScaler>(); scaler.dynamicPixelsPerUnit = pixelsPerUnit; tmpText.rectTransform.SetParent(parent, false); tmpText.rectTransform.localPosition = position; tmpText.rectTransform.localRotation = rotation; tmpText.rectTransform.pivot = new Vector2(0, 0); tmpText.rectTransform.sizeDelta = sizeDelta; tmpText.supportRichText = true; tmpText.font = LoadSystemFont(ChatConfig.instance.FontName); tmpText.text = text; tmpText.fontSize = 10; tmpText.verticalOverflow = VerticalWrapMode.Overflow; tmpText.alignment = textAlign; tmpText.horizontalOverflow = HorizontalWrapMode.Wrap; tmpText.color = textColor; tmpText.material.renderQueue = 3001; //tmpText.resizeTextForBestFit = true; if (mat) { tmpText.material = mat; } return(tmpText); }
public static void OverlayImage(CustomText currentMessage, ImageInfo imageInfo) { CachedSpriteData cachedTextureData = imageInfo.cachedSprite; // If cachedTextureData is null, the emote will be overlayed at a later time once it's finished being cached if (cachedTextureData == null || (cachedTextureData.sprite == null && cachedTextureData.animInfo == null)) { return; } bool animatedEmote = cachedTextureData.animInfo != null; var messageWithoutHtml = htmlRegex.Replace(currentMessage.text, (m) => m.Groups[1].Value); foreach (int i in EmojiUtilities.IndexOfAll(messageWithoutHtml, Char.ConvertFromUtf32(imageInfo.swapChar))) { CustomImage image = null, shadow = null; try { if (i > 0 && i < currentMessage.text.Length) { image = ChatHandler.Instance.imagePool.Alloc(); image.cachedTextureData = cachedTextureData; image.spriteIndex = imageInfo.textureIndex; image.imageType = imageInfo.imageType; image.sprite = cachedTextureData.sprite; image.preserveAspect = false; if (image.sprite) { image.sprite.texture.wrapMode = TextureWrapMode.Clamp; } image.rectTransform.SetParent(currentMessage.rectTransform, false); image.rectTransform.localScale = new Vector3(0.064f, 0.064f, 0.064f); image.rectTransform.sizeDelta = new Vector2(cachedTextureData.width, cachedTextureData.height); if (imageInfo.imageType == ImageType.Emoji || imageInfo.imageType == ImageType.Badge) { image.rectTransform.pivot = new Vector2(0, 0.21f); } else { image.rectTransform.pivot = new Vector2(0, 0.3f); } TextGenerator textGen = currentMessage.cachedTextGenerator; Vector3 pos = new Vector3(textGen.verts[i * 4].position.x, textGen.verts[i * 4].position.y); image.rectTransform.position = currentMessage.gameObject.transform.TransformPoint(pos / pixelsPerUnit + new Vector3(0, 0, -0.1f)); if (animatedEmote) { cachedTextureData.animInfo?.animData?.IncRefs(); image.material = cachedTextureData.animInfo.imageMaterial; if (ChatConfig.instance.DrawShadows && cachedTextureData.animInfo.shadowMaterial != null) { // Add a shadow to our animated image (the regular unity shadows won't work with this material) shadow = ChatHandler.Instance.imagePool.Alloc(); shadow.material = cachedTextureData.animInfo.shadowMaterial; shadow.sprite = null; shadow.spriteIndex = imageInfo.textureIndex; shadow.imageType = imageInfo.imageType; shadow.rectTransform.pivot = new Vector2(0, 0); shadow.rectTransform.localScale = image.rectTransform.localScale; shadow.rectTransform.SetParent(currentMessage.rectTransform, false); shadow.rectTransform.position = image.rectTransform.position; shadow.rectTransform.localPosition += new Vector3(0.6f, -0.6f, 0.05f); shadow.enabled = true; currentMessage.emoteRenderers.Add(shadow); } } else { image.material = noGlowMaterialUI; if (ChatConfig.instance.DrawShadows) { image.shadow.enabled = true; } } image.enabled = true; currentMessage.emoteRenderers.Add(image); } } catch (Exception e) { if (image) { ChatHandler.Instance.imagePool.Free(image); } Plugin.Log($"Exception {e.ToString()} occured when trying to overlay emote at index {i.ToString()}!"); } } }
public static void OverlayImage(CustomText currentMessage, ImageInfo imageInfo) { CachedSpriteData cachedTextureData = ImageDownloader.CachedTextures.ContainsKey(imageInfo.textureIndex) ? ImageDownloader.CachedTextures[imageInfo.textureIndex] : null; // If cachedTextureData is null, the emote will be overlayed at a later time once it's finished being cached if (cachedTextureData == null || (cachedTextureData.sprite == null && cachedTextureData.animInfo == null)) { return; } bool animatedEmote = cachedTextureData.animInfo != null; foreach (int i in EmojiUtilities.IndexOfAll(currentMessage.text, Char.ConvertFromUtf32(imageInfo.swapChar))) { CustomImage image = null, shadow = null; try { if (i > 0 && i < currentMessage.text.Count()) { image = ChatHandler.Instance.imagePool.Alloc(); image.spriteIndex = imageInfo.textureIndex; image.imageType = imageInfo.imageType; image.rectTransform.pivot = new Vector2(0, 0); image.sprite = cachedTextureData.sprite; image.preserveAspect = false; if (image.sprite) { image.sprite.texture.wrapMode = TextureWrapMode.Clamp; } image.rectTransform.SetParent(currentMessage.rectTransform, false); float aspectRatio = cachedTextureData.width / cachedTextureData.height; if (aspectRatio > 1) { image.rectTransform.localScale = new Vector3(0.064f * aspectRatio, 0.064f, 0.064f); } else { image.rectTransform.localScale = new Vector3(0.064f, 0.064f, 0.064f); } TextGenerator textGen = currentMessage.cachedTextGenerator; Vector3 pos = new Vector3(textGen.verts[i * 4 + 3].position.x, textGen.verts[i * 4 + 3].position.y); image.rectTransform.position = currentMessage.gameObject.transform.TransformPoint(pos / pixelsPerUnit - new Vector3(cachedTextureData.width / pixelsPerUnit + 2.5f, cachedTextureData.height / pixelsPerUnit + 1f) + new Vector3(0, 0, -0.1f)); image.rectTransform.localPosition -= new Vector3(imageSpacingWidth / 2.3f, 0); if (animatedEmote) { image.material = cachedTextureData.animInfo.imageMaterial; //image.shadow.enabled = false; if (ChatConfig.Instance.DrawShadows) { // Add a shadow to our animated image (the regular unity shadows won't work with this material) shadow = ChatHandler.Instance.imagePool.Alloc(); shadow.material = cachedTextureData.animInfo.shadowMaterial; shadow.sprite = null; shadow.spriteIndex = imageInfo.textureIndex; shadow.imageType = imageInfo.imageType; shadow.rectTransform.pivot = new Vector2(0, 0); shadow.rectTransform.localScale = image.rectTransform.localScale; shadow.rectTransform.SetParent(currentMessage.rectTransform, false); shadow.rectTransform.position = image.rectTransform.position; shadow.rectTransform.localPosition += new Vector3(0.6f, -0.6f, 0.05f); shadow.enabled = true; currentMessage.emoteRenderers.Add(shadow); } } else { image.material = Drawing.noGlowMaterialUI; if (ChatConfig.Instance.DrawShadows) { image.shadow.enabled = true; } } image.enabled = true; currentMessage.emoteRenderers.Add(image); } } catch (Exception e) { if (image) { ChatHandler.Instance.imagePool.Free(image); } Plugin.Log($"Exception {e.ToString()} occured when trying to overlay emote at index {i.ToString()}!"); } } }