Esempio n. 1
0
        public void Insert(int index, EmojiString emoji)
        {
            if (index > m_str.Length)
            {
                index = m_str.Length;
            }
            var list = emoji.emojis;

            for (int i = 0; i < list.Count; i++)
            {
                list[i].pos += index;
            }
            string str = emoji.FilterString;

            builder.Insert(index, str);
            int l = str.Length;

            for (int i = 0; i < emojis.Count; i++)//将后面的表情符位置往后移
            {
                if (emojis[i].pos >= index)
                {
                    emojis[i].pos += l;
                }
            }
            emojis.AddRange(list);
            emojis.Sort((a, b) => { return(a.pos > b.pos ? 1 : -1); });
            m_str = builder.ToString();
            f_str = EmojiMap.EmojiToFullString(m_str, emojis);
        }
Esempio n. 2
0
        public static UIVertex[] CreateEmojiMesh(Text text, EmojiString emoji, ref TextGenerationSettings settings)
        {
            string str = emoji.FilterString;

            if (str != null & str != "")
            {
                text.cachedTextGenerator.Populate(str, settings);
                IList <UIVertex> verts = text.cachedTextGenerator.verts;
                if (verts.Count == 0)
                {
                    return(null);
                }
                float   unitsPerPixel  = 1 / text.pixelsPerUnit;                                                                      /// s
                Vector2 roundingOffset = new Vector2(verts[0].position.x, verts[0].position.y) * unitsPerPixel;                       /// s
                roundingOffset = text.PixelAdjustPoint(roundingOffset) - roundingOffset;
                var vs = CreateEmojiMesh(text.cachedTextGenerator.verts, emoji.emojis, text.fontSize, unitsPerPixel, roundingOffset); //*s

                return(vs);
            }
            return(null);
        }
        public static List <UIVertex> CreateEmojiMesh(Text text, EmojiString emoji)
        {
            float   s        = Screen.dpi / NormalDpi;
            Vector2 extents  = text.rectTransform.rect.size;
            var     settings = text.GetGenerationSettings(extents * s);

            float t = settings.fontSize;

            t *= s;
            settings.fontSize = (int)t;
            t  = settings.resizeTextMinSize;
            t *= s;
            settings.resizeTextMinSize = (int)t;
            t  = settings.resizeTextMaxSize;
            t *= s;
            settings.resizeTextMaxSize = (int)t;
            string str = emoji.FilterString;

            if (str != null & str != "")
            {
                text.cachedTextGenerator.PopulateWithErrors(str, settings, text.gameObject);

                IList <UIVertex> verts = text.cachedTextGenerator.verts;
                if (verts.Count == 0)
                {
                    return(null);
                }
                float   unitsPerPixel  = 1 / text.pixelsPerUnit / s;
                Vector2 roundingOffset = new Vector2(verts[0].position.x / s, verts[0].position.y / s) * unitsPerPixel;
                roundingOffset = text.PixelAdjustPoint(roundingOffset) - roundingOffset;
                var vs = CreateEmojiMesh(text.cachedTextGenerator.verts, emoji.emojis, text.fontSize * s, unitsPerPixel, roundingOffset);

                if (vs != null)
                {
                    return(new List <UIVertex>(vs));
                }
            }
            return(null);
        }