コード例 #1
0
    void Update()
    {
        text.ForceMeshUpdate();
        TMP_TextInfo info = text.textInfo;

        float start = 3f;
        float end   = 481f - start;
        float dist  = end - start;

        foreach (TMP_CharacterInfo character in info.characterInfo)
        {
            if (!character.isVisible)
            {
                continue;
            }

            Vector3[] verts = info.meshInfo[character.materialReferenceIndex].vertices;
            float     y     = curve.Evaluate((verts[character.vertexIndex].x - start) / dist);
            for (int i = 0; i < 4; i++)
            {
                verts[character.vertexIndex + i] = verts[character.vertexIndex + i] + new Vector3(0, y * 100, 0);
            }
        }
        for (int i = 0; i < info.meshInfo.Length; i++)
        {
            TMP_MeshInfo meshInfo = info.meshInfo[i];
            meshInfo.mesh.vertices = meshInfo.vertices;
            text.UpdateGeometry(meshInfo.mesh, i);
        }
    }
コード例 #2
0
    private void ResetVertices()
    {
        if (_cachedMeshInfo == null)
        {
            return;
        }

        TMP_TextInfo textInfo = _textComponent.textInfo;

        for (int i = 0; i < textInfo.characterCount; i++)
        {
            TMP_CharacterInfo charInfo = textInfo.characterInfo[i];

            int       materialIndex       = charInfo.materialReferenceIndex;
            Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;

            int vertexIndex = charInfo.vertexIndex;

            for (int j = 0; j < 4; j++)
            {
                Vector3 original = _cachedMeshInfo[materialIndex].vertices[vertexIndex + j];
                destinationVertices[vertexIndex + j] = original;
            }
        }

        for (int i = 0; i < textInfo.meshInfo.Length; i++)
        {
            TMP_MeshInfo meshInfo = textInfo.meshInfo[i];
            meshInfo.mesh.vertices = meshInfo.vertices;

            _textComponent.UpdateGeometry(meshInfo.mesh, i);
        }
    }
コード例 #3
0
    /// <summary>
    /// 頂点データのキャッシュ
    /// </summary>
    /// <returns>成功判定</returns>
    private bool UpdateCachedVertex()
    {
        // 頂点キャッシュの確保
        if (this.baseVertices == null)
        {
            this.baseVertices = new Vector3[textInfo.materialCount][];
        }

        if (this.baseColors == null)
        {
            this.baseColors = new Color32[textInfo.materialCount][];
        }

        if (this.animatedVertices == null)
        {
            this.animatedVertices = new Vector3[textInfo.materialCount][];
        }

        if (this.animatedColors == null)
        {
            this.animatedColors = new Color32[textInfo.materialCount][];
        }

        // 頂点キャッシュの内容更新
        for (int i = 0; i < textInfo.materialCount; i++)
        {
            TMP_MeshInfo meshInfo = textInfo.meshInfo[i];

            if (meshInfo.vertices == null || meshInfo.colors32 == null)
            {
                return(false);
            }

            // 要素数に変更があった場合は配列再確保
            if (this.animatedVertices[i] == null || this.animatedVertices[i].Length != meshInfo.vertices.Length)
            {
                this.animatedVertices[i] = new Vector3[meshInfo.vertices.Length];
            }

            if (this.animatedColors[i] == null || this.animatedColors[i].Length != meshInfo.colors32.Length)
            {
                this.animatedColors[i] = new Color32[meshInfo.colors32.Length];
            }

            // MeshInfo 内の配列がごっそり変わった場合は参照切り替え & コピー
            if (this.baseVertices[i] != meshInfo.vertices)
            {
                this.baseVertices[i] = meshInfo.vertices;
                System.Array.Copy(meshInfo.vertices, this.animatedVertices[i], meshInfo.vertices.Length);
            }

            if (this.baseColors[i] != meshInfo.colors32)
            {
                this.baseColors[i] = meshInfo.colors32;
                System.Array.Copy(meshInfo.colors32, this.animatedColors[i], meshInfo.colors32.Length);
            }
        }

        return(true);
    }
コード例 #4
0
 public void UpdateVerticies(TMP_MeshInfo meshInfo)
 {
     meshInfo.vertices[vertexIndex + 1] = baseVertices.topLeft;
     meshInfo.vertices[vertexIndex + 2] = baseVertices.topRight;
     meshInfo.vertices[vertexIndex + 0] = baseVertices.bottomLeft;
     meshInfo.vertices[vertexIndex + 3] = baseVertices.bottomRight;
 }
コード例 #5
0
ファイル: TestLink.cs プロジェクト: AntonioZanini/VNFramework
    void ResizeWords(TMP_WordInfo wInfo)
    {
        for (int charIndex = wInfo.firstCharacterIndex; charIndex < wInfo.firstCharacterIndex + wInfo.characterCount; charIndex++)
        {
            // Get the index of the material / sub text object used by this character.
            int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;

            // Get the index of the first vertex of the selected character.
            int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;

            // Get a reference to the vertices array.
            Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;

            // Determine the center point of the character.
            Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;

            // Need to translate all 4 vertices of the character to aligned with middle of character / baseline.
            // This is needed so the matrix TRS is applied at the origin for each character.
            Vector3 offset = charMidBasline;

            // Translate the character to the middle baseline.
            vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
            vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
            vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
            vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;

            float zoomFactor = 1.5f;

            // Setup the Matrix for the scale change.
            m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);

            // Apply Matrix operation on the given character.
            vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
            vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
            vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
            vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);

            // Translate the character back to its original position.
            vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
            vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
            vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
            vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;


            // Get a reference to the meshInfo of the selected character.
            TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];

            // Get the index of the last character's vertex attributes.
            int lastVertexIndex = vertices.Length - 4;

            // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
            // We do this to make sure this character is rendered last and over other characters.
            meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
        }

        // Need to update the appropriate
        m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
    }
コード例 #6
0
 public Character(TMP_CharacterInfo characterInfo, TMP_MeshInfo meshInfo)
 {
     vertexIndex  = characterInfo.vertexIndex;
     baseVertices = new MeshVertices(
         topLeft: meshInfo.vertices[vertexIndex + 1],
         topRight: meshInfo.vertices[vertexIndex + 2],
         bottomLeft: meshInfo.vertices[vertexIndex + 0],
         bottomRight: meshInfo.vertices[vertexIndex + 3]
         );
 }
コード例 #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="newVertices"></param>
        /// <param name="meshInfo"></param>
        private void UpdateMesh(Mesh mesh, Vector3[] newVertices, TMP_MeshInfo meshInfo)
        {
            mesh.vertices = newVertices;
            mesh.uv       = meshInfo.uvs0;
            mesh.uv2      = meshInfo.uvs2;
            mesh.colors32 = meshInfo.colors32;

            mesh.RecalculateBounds();

            canvasRenderer.SetMesh(mesh);
        }
コード例 #8
0
    private IEnumerator AnimationCoroutine()
    {
        TMP_TextInfo textInfo = _textComponent.textInfo;

        while (true)
        {
            foreach (TMP_LinkInfo linkInfo in _links)
            {
                int firstIndex = linkInfo.linkTextfirstCharacterIndex;
                int lastIndex  = linkInfo.linkTextLength + firstIndex;

                for (int i = firstIndex; i < lastIndex; i++)
                {
                    TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
                    if (!charInfo.isVisible)
                    {
                        continue;
                    }

                    float jitterX = Random.Range(0f, jitterRange) - jitterRange / 2;
                    float jitterY = Random.Range(0f, jitterRange) - jitterRange / 2;

                    int       materialIndex       = charInfo.materialReferenceIndex;
                    Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;

                    int vertexIndex = charInfo.vertexIndex;

                    for (int j = 0; j < 4; j++)
                    {
                        Vector3 original = _cachedMeshInfo[materialIndex].vertices[vertexIndex + j];
                        destinationVertices[vertexIndex + j] = original + new Vector3(jitterX, jitterY, 0);
                    }
                }

                for (int i = 0; i < textInfo.meshInfo.Length; i++)
                {
                    TMP_MeshInfo meshInfo = textInfo.meshInfo[i];
                    meshInfo.mesh.vertices = meshInfo.vertices;

                    _textComponent.UpdateGeometry(meshInfo.mesh, i);
                }
            }
            yield return(new WaitForFixedUpdate());
        }
    }
コード例 #9
0
        public void ShowEverythingWithoutAnimation()
        {
            StopAllCoroutines();

            // TODO call all actions and emotions
            foreach (var command in m_Commands)
            {
                EvaluateTag(command);
            }

            text = m_ProcessedMessage;
            _nRevealedCharacters = m_ProcessedMessage.Length;

            TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(m_Commands);

            for (int i = 0; i < textInfo.characterCount; i++)
            {
                TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
                int vertexIndex            = charInfo.vertexIndex;
                int materialIndex          = charInfo.materialReferenceIndex;

                Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
                Color32   theColor          = m_OriginalColors[materialIndex][vertexIndex];
                theColor.a = 255;

                ShowCharacterColor(theColor, vertexIndex, ref destinationColors);
                ShowCharacterSize(m_CachedMeshInfo, textAnimInfo, materialIndex, i, vertexIndex, 1);
            }

            UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
            for (int i = 0; i < textInfo.meshInfo.Length; i++)
            {
                TMP_MeshInfo theInfo = textInfo.meshInfo[i];
                theInfo.mesh.vertices = theInfo.vertices;
                UpdateGeometry(theInfo.mesh, i);
            }

            _isRevealing = false;

            allRevealed.Invoke();
        }
コード例 #10
0
ファイル: UIWaveText.cs プロジェクト: Davidccy/Unity-Sudoku
    private void UpdateWave()
    {
        // Value restrictions
        if (_loopDuration <= 0)
        {
            _loopDuration = 1;
        }

        _waveDuration = Mathf.Clamp(_waveDuration, 0, _loopDuration);

        // Modify vertics (position of text)
        TMP_TextInfo tInfo = _text.textInfo;
        Dictionary <int, Vector3[]> newVertices = new Dictionary <int, Vector3[]>(); // key = materialReferenceIndex

        for (int i = 0; i < tInfo.characterCount; i++)
        {
            int characterIndex      = i;
            TMP_CharacterInfo cInfo = tInfo.characterInfo[i];

            // Clone original vector data
            int meshInfoIndex = cInfo.materialReferenceIndex;
            if (!newVertices.ContainsKey(meshInfoIndex))
            {
                Vector3[] oriVertices = tInfo.meshInfo[cInfo.materialReferenceIndex].vertices.Clone() as Vector3[];
                newVertices.Add(meshInfoIndex, oriVertices);
            }

            // Skip handling if not visible
            if (!cInfo.isVisible)
            {
                continue;
            }

            // Calculation of wave value
            float delay     = _startDelay + _nextCharacterInterval * characterIndex;
            float validTime = _passedTime - delay;
            float wave      = 0;
            if (validTime > 0)
            {
                if (_loopDuration == 0)
                {
                    _loopDuration = 1;
                }

                validTime %= _loopDuration;

                if (validTime <= _waveDuration)
                {
                    float degree = (validTime / _waveDuration) * Mathf.PI;
                    wave = _waveHeight * Mathf.Sin(degree);
                }
            }

            // Over write vertor value
            Vector3[] vertices = newVertices[meshInfoIndex];
            for (int j = 0; j < 4; j++)
            {
                Vector3 oriVertice = vertices[cInfo.vertexIndex + j];
                vertices[cInfo.vertexIndex + j] = oriVertice + new Vector3(0, wave, 0);
            }
        }

        // Update mesh
        for (int i = 0; i < tInfo.meshInfo.Length; i++)
        {
            if (!newVertices.ContainsKey(i))
            {
                continue;
            }

            TMP_MeshInfo mInfo = tInfo.meshInfo[i];
            mInfo.mesh.vertices = newVertices[i];
            _text.UpdateGeometry(mInfo.mesh, i);
        }
    }
コード例 #11
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="meshInfoIndex"></param>
        private void UpdateVertexPositionsWarp(int meshInfoIndex)
        {
            TMP_MeshInfo meshInfo = textInfo.meshInfo[meshInfoIndex];
            Mesh         mesh     = meshInfo.mesh;

            bool isValidMeshInfo = IsValidMeshInfo(meshInfo);

            if (!isValidMeshInfo)
            {
                return;
            }

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

            int characterCount = textInfo.characterCount;

            if (characterCount == 0)
            {
                return;
            }

            float finalCurveScale = scaleMultiplierPerCharacter * characterCount;

            Vector3[] vertices = meshInfo.vertices;

            float boundsMinX = bounds.min.x;
            float boundsMaxX = bounds.max.x;

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

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

                // 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);

                // 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) * finalCurveScale;
                float y1 = vertexCurve.Evaluate(x1) * finalCurveScale;

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

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

                Matrix4x4 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;
            }

            UpdateMesh(mesh, vertices, meshInfo);
        }
コード例 #12
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="meshInfo"></param>
 /// <returns></returns>
 private bool IsValidMeshInfo(TMP_MeshInfo meshInfo)
 {
     return(mesh != null && meshInfo.vertices != null && meshInfo.vertexCount > 0 && meshInfo.uvs0 != null && meshInfo.uvs2 != null && meshInfo.colors32 != null);
 }
コード例 #13
0
    public IEnumerator AnimateTextIn(List <DialogueCommand> commands, string processedMessage, AudioClip voice_sound, Action onFinish)
    {
        textAnimating = true;
        float secondsPerCharacter = 1f / 150f;
        float timeOfLastCharacter = 0;

        TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);
        TMP_TextInfo   textInfo     = textBox.textInfo;

        for (int i = 0; i < textInfo.meshInfo.Length; i++) //Clear the mesh
        {
            TMP_MeshInfo meshInfer = textInfo.meshInfo[i];
            if (meshInfer.vertices != null)
            {
                for (int j = 0; j < meshInfer.vertices.Length; j++)
                {
                    meshInfer.vertices[j] = vecZero;
                }
            }
        }

        textBox.text = processedMessage;
        textBox.ForceMeshUpdate();

        TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
        Color32[][]    originalColors = new Color32[textInfo.meshInfo.Length][];
        for (int i = 0; i < originalColors.Length; i++)
        {
            Color32[] theColors = textInfo.meshInfo[i].colors32;
            originalColors[i] = new Color32[theColors.Length];
            Array.Copy(theColors, originalColors[i], theColors.Length);
        }
        int charCount = textInfo.characterCount;

        float[] charAnimStartTimes = new float[charCount];
        for (int i = 0; i < charCount; i++)
        {
            charAnimStartTimes[i] = -1; //indicate the character as not yet started animating.
        }
        int visableCharacterIndex = 0;

        while (true)
        {
            if (stopAnimating)
            {
                for (int i = visableCharacterIndex; i < charCount; i++)
                {
                    charAnimStartTimes[i] = Time.unscaledTime;
                }
                visableCharacterIndex = charCount;
                FinishAnimating(onFinish);
            }
            if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter))
            {
                if (visableCharacterIndex <= charCount)
                {
                    ExecuteCommandsForCurrentIndex(commands, visableCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
                    if (visableCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter))
                    {
                        charAnimStartTimes[visableCharacterIndex] = Time.unscaledTime;
                        PlayDialogueSound(voice_sound);
                        visableCharacterIndex++;
                        timeOfLastCharacter = Time.unscaledTime;
                        if (visableCharacterIndex == charCount)
                        {
                            FinishAnimating(onFinish);
                        }
                    }
                }
            }
            for (int j = 0; j < charCount; j++)
            {
                TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
                if (charInfo.isVisible) //Invisible characters have a vertexIndex of 0 because they have no vertices and so they should be ignored to avoid messing up the first character in the string whic also has a vertexIndex of 0
                {
                    int       vertexIndex       = charInfo.vertexIndex;
                    int       materialIndex     = charInfo.materialReferenceIndex;
                    Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
                    Color32   theColor          = j < visableCharacterIndex ? originalColors[materialIndex][vertexIndex] : clear;
                    destinationColors[vertexIndex + 0] = theColor;
                    destinationColors[vertexIndex + 1] = theColor;
                    destinationColors[vertexIndex + 2] = theColor;
                    destinationColors[vertexIndex + 3] = theColor;

                    Vector3[] sourceVertices      = cachedMeshInfo[materialIndex].vertices;
                    Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
                    float     charSize            = 0;
                    float     charAnimStartTime   = charAnimStartTimes[j];
                    if (charAnimStartTime >= 0)
                    {
                        float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
                        charSize = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
                    }

                    Vector3 animPosAdjustment = GetAnimPosAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime);
                    Vector3 offset            = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
                    destinationVertices[vertexIndex + 0] = ((sourceVertices[vertexIndex + 0] - offset) * charSize) + offset + animPosAdjustment;
                    destinationVertices[vertexIndex + 1] = ((sourceVertices[vertexIndex + 1] - offset) * charSize) + offset + animPosAdjustment;
                    destinationVertices[vertexIndex + 2] = ((sourceVertices[vertexIndex + 2] - offset) * charSize) + offset + animPosAdjustment;
                    destinationVertices[vertexIndex + 3] = ((sourceVertices[vertexIndex + 3] - offset) * charSize) + offset + animPosAdjustment;
                }
            }
            textBox.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
            for (int i = 0; i < textInfo.meshInfo.Length; i++)
            {
                TMP_MeshInfo theInfo = textInfo.meshInfo[i];
                theInfo.mesh.vertices = theInfo.vertices;
                textBox.UpdateGeometry(theInfo.mesh, i);
            }
            yield return(null);
        }
    }
コード例 #14
0
        void LateUpdate()
        {
            if (isHoveringObject)
            {
                // Check if Mouse Intersects any of the characters. If so, assign a random color.
                #region Handle Character Selection
                int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);

                // Undo Swap and Vertex Attribute changes.
                if (charIndex == -1 || charIndex != m_lastIndex)
                {
                    RestoreCachedVertexAttributes(m_lastIndex);
                    m_lastIndex = -1;
                }

                if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
                {
                    m_lastIndex = charIndex;

                    // Get the index of the material / sub text object used by this character.
                    int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;

                    // Get the index of the first vertex of the selected character.
                    int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;

                    // Get a reference to the vertices array.
                    Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;

                    // Determine the center point of the character.
                    Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;

                    // Need to translate all 4 vertices of the character to aligned with middle of character / baseline.
                    // This is needed so the matrix TRS is applied at the origin for each character.
                    Vector3 offset = charMidBasline;

                    // Translate the character to the middle baseline.
                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;

                    float zoomFactor = 1.5f;

                    // Setup the Matrix for the scale change.
                    m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);

                    // Apply Matrix operation on the given character.
                    vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
                    vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
                    vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
                    vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);

                    // Translate the character back to its original position.
                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;

                    // Change Vertex Colors of the highlighted character
                    Color32 c = new Color32(255, 255, 192, 255);

                    // Get a reference to the vertex color
                    Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;

                    vertexColors[vertexIndex + 0] = c;
                    vertexColors[vertexIndex + 1] = c;
                    vertexColors[vertexIndex + 2] = c;
                    vertexColors[vertexIndex + 3] = c;


                    // Get a reference to the meshInfo of the selected character.
                    TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];

                    // Get the index of the last character's vertex attributes.
                    int lastVertexIndex = vertices.Length - 4;

                    // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
                    // We do this to make sure this character is rendered last and over other characters.
                    meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);

                    // Need to update the appropriate
                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
                }
                #endregion


                #region Word Selection Handling
                //Check if Mouse intersects any words and if so assign a random color to that word.
                int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);

                // Clear previous word selection.
                if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
                {
                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];

                    // Iterate through each of the characters of the word.
                    for (int i = 0; i < wInfo.characterCount; i++)
                    {
                        int characterIndex = wInfo.firstCharacterIndex + i;

                        // Get the index of the material / sub text object used by this character.
                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;

                        // Get the index of the first vertex of this character.
                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;

                        // Get a reference to the vertex color
                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;

                        Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);

                        vertexColors[vertexIndex + 0] = c;
                        vertexColors[vertexIndex + 1] = c;
                        vertexColors[vertexIndex + 2] = c;
                        vertexColors[vertexIndex + 3] = c;
                    }

                    // Update Geometry
                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);

                    m_selectedWord = -1;
                }


                // Word Selection Handling
                if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
                {
                    m_selectedWord = wordIndex;

                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];

                    // Iterate through each of the characters of the word.
                    for (int i = 0; i < wInfo.characterCount; i++)
                    {
                        int characterIndex = wInfo.firstCharacterIndex + i;

                        // Get the index of the material / sub text object used by this character.
                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;

                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;

                        // Get a reference to the vertex color
                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;

                        Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);

                        vertexColors[vertexIndex + 0] = c;
                        vertexColors[vertexIndex + 1] = c;
                        vertexColors[vertexIndex + 2] = c;
                        vertexColors[vertexIndex + 3] = c;
                    }

                    // Update Geometry
                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
                }
                #endregion


                #region Example of Link Handling
                // Check if mouse intersects with any links.
                int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);

                // Clear previous link selection if one existed.
                if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
                {
                    m_TextPopup_RectTransform.gameObject.SetActive(false);
                    m_selectedLink = -1;
                }

                // Handle new Link selection.
                if (linkIndex != -1 && linkIndex != m_selectedLink)
                {
                    m_selectedLink = linkIndex;

                    TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];

                    // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\"   Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.

                    Vector3 worldPointInRectangle;

                    RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);

                    switch (linkInfo.GetLinkID())
                    {
                    case "id_01":     // 100041637: // id_01
                        m_TextPopup_RectTransform.position = worldPointInRectangle;
                        m_TextPopup_RectTransform.gameObject.SetActive(true);
                        m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
                        break;

                    case "id_02":     // 100041638: // id_02
                        m_TextPopup_RectTransform.position = worldPointInRectangle;
                        m_TextPopup_RectTransform.gameObject.SetActive(true);
                        m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
                        break;
                    }
                }
                #endregion
            }
            else
            {
                // Restore any character that may have been modified
                if (m_lastIndex != -1)
                {
                    RestoreCachedVertexAttributes(m_lastIndex);
                    m_lastIndex = -1;
                }
            }
        }
コード例 #15
0
        public IEnumerator RevealNextParagraph(List <DialogueCommand> commands)
        {
            _isRevealing = true;

            // float secondsPerCharacter = 1f / 10f;
            float secondsPerCharacter = charsPerSecond;
            float timeOfLastCharacter = 0;

            TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);

            foreach (TMP_MeshInfo meshInfo in textInfo.meshInfo)
            {
                if (meshInfo.vertices != null)
                {
                    for (int j = 0; j < meshInfo.vertices.Length; j++)
                    {
                        meshInfo.vertices[j] = Vector3.zero;
                    }
                }
            }

            text = m_ProcessedMessage;
            ForceMeshUpdate();

            m_CachedMeshInfo = textInfo.CopyMeshInfoVertexData();
            m_OriginalColors = new Color32[textInfo.meshInfo.Length][];
            for (int i = 0; i < m_OriginalColors.Length; i++)
            {
                Color32[] theColors = textInfo.meshInfo[i].colors32;
                m_OriginalColors[i] = new Color32[theColors.Length];
                Array.Copy(theColors, m_OriginalColors[i], theColors.Length);
            }

            // The amount of characters in the processed message.
            int charCount = textInfo.characterCount;

            float[] charAnimStartTimes = new float[charCount];
            for (int i = 0; i < charCount; i++)
            {
                charAnimStartTimes[i] = -1;                 // indicate the character as not yet started animating.
            }
            int visibleCharacterIndex = 0;

            while (true)
            {
                // while (_nRevealedCharacters < _originalString.Length && _originalString[_nRevealedCharacters] == '\n')
                // _nRevealedCharacters += 1;

                if (m_StopAnimating)
                {
                    for (int i = visibleCharacterIndex; i < charCount; i++)
                    {
                        charAnimStartTimes[i] = Time.unscaledTime;
                    }
                    visibleCharacterIndex = charCount;
                    FinishAnimating();
                }
                if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter))
                {
                    if (_nRevealedCharacters <= charCount)
                    {
                        ExecuteCommandsForCurrentIndex(commands, visibleCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
                        if (visibleCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter))
                        {
                            charAnimStartTimes[visibleCharacterIndex] = Time.unscaledTime;
                            onCharReveal.Invoke(m_ProcessedMessage[visibleCharacterIndex]);
                            visibleCharacterIndex++;
                            timeOfLastCharacter = Time.unscaledTime;
                            if (visibleCharacterIndex == charCount)
                            {
                                FinishAnimating();
                            }
                        }
                    }
                }

                for (int j = 0; j < charCount; j++)
                {
                    TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
                    if (charInfo.isVisible)     //Invisible characters have a vertexIndex of 0 because they have no vertices and so they should be ignored to avoid messing up the first character in the string whic also has a vertexIndex of 0
                    {
                        int       vertexIndex       = charInfo.vertexIndex;
                        int       materialIndex     = charInfo.materialReferenceIndex;
                        Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
                        Color32   theColor          = j < visibleCharacterIndex ? m_OriginalColors[materialIndex][vertexIndex] : Clear;

                        float charAnimStartTime = charAnimStartTimes[j];
                        float charSize          = 0;
                        if (charAnimStartTime >= 0)
                        {
                            float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
                            theColor.a = (byte)Mathf.Min(255, 255 * CHAR_FADE_SPEED * timeSinceAnimStart);
                            charSize   = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
                        }

                        ShowCharacterColor(theColor, vertexIndex, ref destinationColors);
                        ShowCharacterSize(m_CachedMeshInfo, textAnimInfo, materialIndex, j, vertexIndex, charSize);
                    }
                }

                UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
                for (int i = 0; i < textInfo.meshInfo.Length; i++)
                {
                    TMP_MeshInfo theInfo = textInfo.meshInfo[i];
                    theInfo.mesh.vertices = theInfo.vertices;
                    UpdateGeometry(theInfo.mesh, i);
                }
                yield return(null);
            }
        }
コード例 #16
0
 private void LateUpdate()
 {
     if (this.isHoveringObject)
     {
         int num = TMP_TextUtilities.FindIntersectingCharacter(this.m_TextMeshPro, Input.mousePosition, this.m_Camera, true);
         if (num == -1 || num != this.m_lastIndex)
         {
             this.RestoreCachedVertexAttributes(this.m_lastIndex);
             this.m_lastIndex = -1;
         }
         if (num != -1 && num != this.m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
         {
             this.m_lastIndex = num;
             int       materialReferenceIndex = this.m_TextMeshPro.textInfo.characterInfo[num].materialReferenceIndex;
             int       vertexIndex            = this.m_TextMeshPro.textInfo.characterInfo[num].vertexIndex;
             Vector3[] vertices = this.m_TextMeshPro.textInfo.meshInfo[materialReferenceIndex].vertices;
             Vector2   v        = (vertices[vertexIndex] + vertices[vertexIndex + 2]) / 2f;
             Vector3   b        = v;
             vertices[vertexIndex]    -= b;
             vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - b;
             vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - b;
             vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - b;
             float d = 1.5f;
             this.m_matrix             = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * d);
             vertices[vertexIndex]     = this.m_matrix.MultiplyPoint3x4(vertices[vertexIndex]);
             vertices[vertexIndex + 1] = this.m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
             vertices[vertexIndex + 2] = this.m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
             vertices[vertexIndex + 3] = this.m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
             vertices[vertexIndex]    += b;
             vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + b;
             vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + b;
             vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + b;
             Color32   color  = new Color32(byte.MaxValue, byte.MaxValue, 192, byte.MaxValue);
             Color32[] colors = this.m_TextMeshPro.textInfo.meshInfo[materialReferenceIndex].colors32;
             colors[vertexIndex]     = color;
             colors[vertexIndex + 1] = color;
             colors[vertexIndex + 2] = color;
             colors[vertexIndex + 3] = color;
             TMP_MeshInfo tmp_MeshInfo = this.m_TextMeshPro.textInfo.meshInfo[materialReferenceIndex];
             int          dst          = vertices.Length - 4;
             tmp_MeshInfo.SwapVertexData(vertexIndex, dst);
             this.m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
         }
         int num2 = TMP_TextUtilities.FindIntersectingWord(this.m_TextMeshPro, Input.mousePosition, this.m_Camera);
         if (this.m_TextPopup_RectTransform != null && this.m_selectedWord != -1 && (num2 == -1 || num2 != this.m_selectedWord))
         {
             TMP_WordInfo tmp_WordInfo = this.m_TextMeshPro.textInfo.wordInfo[this.m_selectedWord];
             for (int i = 0; i < tmp_WordInfo.characterCount; i++)
             {
                 int       num3 = tmp_WordInfo.firstCharacterIndex + i;
                 int       materialReferenceIndex2 = this.m_TextMeshPro.textInfo.characterInfo[num3].materialReferenceIndex;
                 int       vertexIndex2            = this.m_TextMeshPro.textInfo.characterInfo[num3].vertexIndex;
                 Color32[] colors2 = this.m_TextMeshPro.textInfo.meshInfo[materialReferenceIndex2].colors32;
                 Color32   color2  = colors2[vertexIndex2].Tint(1.33333f);
                 colors2[vertexIndex2]     = color2;
                 colors2[vertexIndex2 + 1] = color2;
                 colors2[vertexIndex2 + 2] = color2;
                 colors2[vertexIndex2 + 3] = color2;
             }
             this.m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
             this.m_selectedWord = -1;
         }
         if (num2 != -1 && num2 != this.m_selectedWord && !Input.GetKey(KeyCode.LeftShift) && !Input.GetKey(KeyCode.RightShift))
         {
             this.m_selectedWord = num2;
             TMP_WordInfo tmp_WordInfo2 = this.m_TextMeshPro.textInfo.wordInfo[num2];
             for (int j = 0; j < tmp_WordInfo2.characterCount; j++)
             {
                 int       num4 = tmp_WordInfo2.firstCharacterIndex + j;
                 int       materialReferenceIndex3 = this.m_TextMeshPro.textInfo.characterInfo[num4].materialReferenceIndex;
                 int       vertexIndex3            = this.m_TextMeshPro.textInfo.characterInfo[num4].vertexIndex;
                 Color32[] colors3 = this.m_TextMeshPro.textInfo.meshInfo[materialReferenceIndex3].colors32;
                 Color32   color3  = colors3[vertexIndex3].Tint(0.75f);
                 colors3[vertexIndex3]     = color3;
                 colors3[vertexIndex3 + 1] = color3;
                 colors3[vertexIndex3 + 2] = color3;
                 colors3[vertexIndex3 + 3] = color3;
             }
             this.m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
         }
         int num5 = TMP_TextUtilities.FindIntersectingLink(this.m_TextMeshPro, Input.mousePosition, this.m_Camera);
         if ((num5 == -1 && this.m_selectedLink != -1) || num5 != this.m_selectedLink)
         {
             this.m_TextPopup_RectTransform.gameObject.SetActive(false);
             this.m_selectedLink = -1;
         }
         if (num5 != -1 && num5 != this.m_selectedLink)
         {
             this.m_selectedLink = num5;
             TMP_LinkInfo tmp_LinkInfo = this.m_TextMeshPro.textInfo.linkInfo[num5];
             Vector3      zero         = Vector3.zero;
             RectTransformUtility.ScreenPointToWorldPointInRectangle(this.m_TextMeshPro.rectTransform, Input.mousePosition, this.m_Camera, out zero);
             string linkID = tmp_LinkInfo.GetLinkID();
             if (linkID != null)
             {
                 if (!(linkID == "id_01"))
                 {
                     if (linkID == "id_02")
                     {
                         this.m_TextPopup_RectTransform.position = zero;
                         this.m_TextPopup_RectTransform.gameObject.SetActive(true);
                         this.m_TextPopup_TMPComponent.text = "You have selected link <#ffff00> ID 02";
                     }
                 }
                 else
                 {
                     this.m_TextPopup_RectTransform.position = zero;
                     this.m_TextPopup_RectTransform.gameObject.SetActive(true);
                     this.m_TextPopup_TMPComponent.text = "You have selected link <#ffff00> ID 01";
                 }
             }
         }
     }
     else if (this.m_lastIndex != -1)
     {
         this.RestoreCachedVertexAttributes(this.m_lastIndex);
         this.m_lastIndex = -1;
     }
 }
コード例 #17
0
    private void UpdateColor()
    {
        // Update gradient info
        Gradient gradient = new Gradient();

        GradientColorKey[] colorKey = new GradientColorKey[2];
        colorKey[0].color = _colorHead;
        colorKey[0].time  = 0.0f;
        colorKey[1].color = _colorTail;
        colorKey[1].time  = 1.0f;

        GradientAlphaKey[] alphaKey = new GradientAlphaKey[2];
        alphaKey[0].alpha = _colorHead.a;
        alphaKey[0].time  = 0.0f;
        alphaKey[1].alpha = _colorTail.a;
        alphaKey[1].time  = 1.0f;

        gradient.SetKeys(colorKey, alphaKey);

        // Modify colors
        TMP_TextInfo tInfo = _text.textInfo;
        Dictionary <int, Color[]> newColors = new Dictionary <int, Color[]>(); // key = materialReferenceIndex
        int characterCount = tInfo.characterCount;

        for (int i = 0; i < characterCount; i++)
        {
            TMP_CharacterInfo cInfo = tInfo.characterInfo[i];

            // Clone original color data
            int meshInfoIndex = cInfo.materialReferenceIndex;
            if (!newColors.ContainsKey(meshInfoIndex))
            {
                Color32[] oriColors32 = tInfo.meshInfo[cInfo.materialReferenceIndex].colors32.Clone() as Color32[];
                Color[]   oriColors   = new Color[oriColors32.Length];
                for (int j = 0; j < oriColors32.Length; j++)
                {
                    oriColors[j] = oriColors32[j];
                }
                newColors.Add(meshInfoIndex, oriColors);
            }

            // Skip handling if not visible
            if (!cInfo.isVisible)
            {
                continue;
            }

            // Calculation of color value
            float time = 0 + (1.0f / characterCount) * i;
            if (characterCount > 1)
            {
                time = 0 + (1.0f / (characterCount - 1)) * i;
            }

            Color c = gradient.Evaluate(time);

            // Over write color value
            Color[] colors = newColors[meshInfoIndex];
            for (int j = 0; j < 4; j++)
            {
                colors[cInfo.vertexIndex + j] = c;
            }
        }

        // Update mesh
        for (int i = 0; i < tInfo.meshInfo.Length; i++)
        {
            if (!newColors.ContainsKey(i))
            {
                continue;
            }

            TMP_MeshInfo mInfo = tInfo.meshInfo[i];
            mInfo.mesh.colors = newColors[i];
            _text.UpdateGeometry(mInfo.mesh, i);
        }
    }