public static CustomText InitText(string text, Color textColor, float fontSize, Vector2 sizeDelta, Vector3 position, Quaternion rotation, Transform parent, TextAnchor textAlign, Material mat = null) { GameObject newGameObj = new GameObject(); CustomText tmpText = newGameObj.AddComponent <CustomText>(); var scaler = newGameObj.AddComponent <CanvasScaler>(); scaler.dynamicPixelsPerUnit = Plugin.PixelsPerUnit; var shadow = newGameObj.AddComponent <Shadow>(); //shadow.effectDistance = new Vector2(0.5f, -0.5f); var mcs = tmpText.gameObject.AddComponent <ContentSizeManager>(); mcs.transform.SetParent(tmpText.rectTransform, false); mcs.Init(); var fitter = tmpText.gameObject.AddComponent <ContentSizeFitter>(); fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize; tmpText.color = textColor; tmpText.rectTransform.SetParent(parent.transform, false); tmpText.rectTransform.localPosition = position; tmpText.rectTransform.localRotation = rotation; tmpText.rectTransform.sizeDelta = sizeDelta; tmpText.rectTransform.pivot = new Vector2(0, 0); tmpText.supportRichText = true; tmpText.text = text; tmpText.font = cachedSystemFonts[fontUseIndex]; tmpText.fontSize = 10; // For some reason when too many text elems are using the same font asset, shit starts to get wonky. // If anyone knows how to fix this without this ghetto shit let me know... would be much appreciated :) // (If you want to see what I'm talking about remove this shit below, and go in any asian chat) fontUseCount++; if (fontUseCount >= MaxFontUsages) { fontUseCount = 0; fontUseIndex++; } tmpText.verticalOverflow = VerticalWrapMode.Overflow; tmpText.alignment = textAlign; tmpText.horizontalOverflow = HorizontalWrapMode.Wrap; tmpText.resizeTextForBestFit = false; tmpText.alignByGeometry = true; if (mat) { tmpText.material = mat; } return(tmpText); }
public static void OverlayEmote(CustomText currentMessage, char swapChar, Material noGlowMaterialUI, AnimationController animationController, CachedSpriteData cachedSpriteInfo) { // Don't even try to overlay an emote if it's not been cached properly if (cachedSpriteInfo == null || (cachedSpriteInfo.sprite == null && cachedSpriteInfo.animationInfo == null)) { //Plugin.Log("Sprite was not fully cached!"); return; } bool animatedEmote = cachedSpriteInfo.animationInfo != null; foreach (int i in Utilities.IndexOfAll(currentMessage.text, Char.ConvertFromUtf32(swapChar))) { try { if (i > 0 && i < currentMessage.text.Count() - 1 && currentMessage.text[i - 1] == ' ' && currentMessage.text[i + 1] == ' ') { GameObject newGameObject = new GameObject(); var image = newGameObject.AddComponent <Image>(); image.material = noGlowMaterialUI; var shadow = newGameObject.AddComponent <Shadow>(); if (animatedEmote) { var animatedImage = newGameObject.AddComponent <AnimatedSprite>(); animatedImage.Init(image, cachedSpriteInfo.animationInfo, animationController); } else { image.sprite = cachedSpriteInfo.sprite; image.sprite.texture.wrapMode = TextureWrapMode.Clamp; } image.rectTransform.SetParent(currentMessage.rectTransform, false); image.preserveAspect = true; image.rectTransform.sizeDelta = new Vector2(7.0f, 7.0f); image.rectTransform.pivot = new Vector2(0, 0); var textGen = currentMessage.cachedTextGenerator; var 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 / Plugin.PixelsPerUnit - new Vector3(image.preferredWidth / Plugin.PixelsPerUnit + 2.5f, image.preferredHeight / Plugin.PixelsPerUnit + 0.7f)); currentMessage.emoteRenderers.Add(image); } } catch (Exception e) { Plugin.Log($"Exception {e.Message} occured when trying to overlay emote at index {i.ToString()}!"); } } }
public static IEnumerator Initialize(Transform parent) { var tmpImageSpacing = "\u200A"; CustomText tmpText = InitText(tmpImageSpacing, Color.clear, Config.Instance.ChatScale, new Vector2(Config.Instance.ChatWidth, 1), new Vector3(0, -100, 0), new Quaternion(0, 0, 0, 0), parent, TextAnchor.UpperLeft, false); yield return(null); while (tmpText.preferredWidth < 5.3f) { tmpText.text += "\u200A"; yield return(null); } imageSpacingWidth = tmpText.preferredWidth; //Plugin.Log($"Preferred width was {tmpText.preferredWidth.ToString()} with {tmpText.text.Length.ToString()} spaces"); imageSpacing = tmpText.text; GameObject.Destroy(tmpText.gameObject); }
public static void Initialize(Transform parent) { for (int i = 0; i < Plugin.Instance.Config.MaxMessages + 1; i += MaxFontUsages) { cachedSystemFonts.Add(LoadSystemFont(Plugin.Instance.Config.FontName)); } CustomText tmpText = InitText(spriteSpacing, Color.white.ColorWithAlpha(0), 10, new Vector2(1000, 1000), new Vector3(0, -100, 0), new Quaternion(0, 0, 0, 0), parent, TextAnchor.MiddleLeft); while (tmpText.preferredWidth < 4) { tmpText.text += " "; } spriteSpacing = tmpText.text; GameObject.Destroy(tmpText.gameObject); //Plugin.Log($"Sprite Spacing: {tmpText.preferredWidth.ToString()}, NumSpaces: {spriteSpacing.Count().ToString()}"); }
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(Config.Instance.FontName); tmpText.text = text; tmpText.fontSize = 230; 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 = 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 Utilities.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 (Config.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 (Config.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()}!"); } } }