/// <summary> /// change alignment of vti_textOptions /// </summary> void SetHeading() { if (vti_textOptions != null) { switch (headingValue) { case 0: vti_textOptions.layout.Major = VTextLayout.align.Start; break; case 1: vti_textOptions.layout.Major = VTextLayout.align.Center; break; case 2: vti_textOptions.layout.Major = VTextLayout.align.End; break; default: Debug.Log("HandleHeading, value not defined"); break; } vti_textOptions.Rebuild(); TransformTxt(headingValue); } }
/// <summary> /// Animate the VText xy-curve smoothly /// </summary> IEnumerator Animate() { while (true) { float t = 0; while (t < 1) { t += Time.deltaTime / LerpDuration; for (int i = 0; i < _samples.Length; i++) { Keyframe key = DancingText.layout.CurveXY[i]; key.value = Mathf.Lerp(key.value, (float)System.Math.Round(_samples[i], 2) * Amplitude, t); if (key.value > AmplitudeToReact) { key.value = MaxAmplitude; } DancingText.layout.CurveXY.MoveKey(i, key); } DancingText.Rebuild(); yield return(null); } } }
static void Create() { GameObject go = new GameObject("VText"); VTextInterface s = go.AddComponent <VTextInterface>(); _setupDefaultFont = true; s.Rebuild(); Selection.activeGameObject = go; }
static void Create() { GameObject go = new GameObject("VText"); VTextInterface s = go.AddComponent <VTextInterface>(); string defMatPath = "Assets/Virtence/VText/Materials/UnlitWhite.mat"; Material m = (Material)AssetDatabase.LoadAssetAtPath(defMatPath, typeof(Material)); if (null != m) { s.materials[0] = new Material(m); s.materials[1] = new Material(m); s.materials[2] = new Material(m); } else { Debug.LogWarning("No default Material"); } s.Rebuild(); Selection.activeGameObject = go; }