Пример #1
0
        /// <summary>
        ///
        /// </summary>
        List <TMP_Sprite> CreateSpriteInfoList(TexturePacker.SpriteDataObject spriteDataObject)
        {
            List <TexturePacker.SpriteData> importedSprites = spriteDataObject.frames;

            List <TMP_Sprite> spriteInfoList = new List <TMP_Sprite>();

            for (int i = 0; i < importedSprites.Count; i++)
            {
                TMP_Sprite sprite = new TMP_Sprite();

                sprite.id       = i;
                sprite.name     = Path.GetFileNameWithoutExtension(importedSprites[i].filename) ?? "";
                sprite.hashCode = TMP_TextUtilities.GetSimpleHashCode(sprite.name);

                // Attempt to extract Unicode value from name
                int unicode;
                int indexOfSeperator = sprite.name.IndexOf('-');
                if (indexOfSeperator != -1)
                {
                    unicode = TMP_TextUtilities.StringToInt(sprite.name.Substring(indexOfSeperator + 1));
                }
                else
                {
                    unicode = TMP_TextUtilities.StringToInt(sprite.name);
                }

                sprite.unicode = unicode;

                sprite.x      = importedSprites[i].frame.x;
                sprite.y      = m_SpriteAtlas.height - (importedSprites[i].frame.y + importedSprites[i].frame.h);
                sprite.width  = importedSprites[i].frame.w;
                sprite.height = importedSprites[i].frame.h;

                //Calculate sprite pivot position
                sprite.pivot = importedSprites[i].pivot;

                // Properties the can be modified
                sprite.xAdvance = sprite.width;
                sprite.scale    = 1.0f;
                sprite.xOffset  = 0 - (sprite.width * sprite.pivot.x);
                sprite.yOffset  = sprite.height - (sprite.height * sprite.pivot.y);

                spriteInfoList.Add(sprite);
            }

            return(spriteInfoList);
        }
Пример #2
0
        IEnumerator DoSpriteAnimationInternal(int currentCharacter, TMP_SpriteAsset spriteAsset, int start, int end, int framerate)
        {
            if (m_TextComponent == null)
            {
                yield break;
            }

            // We yield otherwise this gets called before the sprite has rendered.
            yield return(null);

            int currentFrame = start;

            // Make sure end frame does not exceed the number of sprites in the sprite asset.
            if (end > spriteAsset.spriteInfoList.Count)
            {
                end = spriteAsset.spriteInfoList.Count - 1;
            }

            // Get a reference to the geometry of the current character.
            TMP_CharacterInfo charInfo = m_TextComponent.textInfo.characterInfo[currentCharacter];

            int materialIndex = charInfo.materialReferenceIndex;
            int vertexIndex   = charInfo.vertexIndex;

            TMP_MeshInfo meshInfo = m_TextComponent.textInfo.meshInfo[materialIndex];

            float elapsedTime = 0;
            float targetTime  = 1f / Mathf.Abs(framerate);

            while (true)
            {
                if (elapsedTime > targetTime)
                {
                    elapsedTime = 0;

                    // Get a reference to the current sprite
                    TMP_Sprite sprite = spriteAsset.spriteInfoList[currentFrame];

                    // Update the vertices for the new sprite
                    Vector3[] vertices = meshInfo.vertices;

                    Vector2 origin      = new Vector2(charInfo.origin, charInfo.baseLine);
                    float   spriteScale = charInfo.fontAsset.fontInfo.Ascender / sprite.height * sprite.scale * charInfo.scale;

                    Vector3 bl = new Vector3(origin.x + sprite.xOffset * spriteScale, origin.y + (sprite.yOffset - sprite.height) * spriteScale);
                    Vector3 tl = new Vector3(bl.x, origin.y + sprite.yOffset * spriteScale);
                    Vector3 tr = new Vector3(origin.x + (sprite.xOffset + sprite.width) * spriteScale, tl.y);
                    Vector3 br = new Vector3(tr.x, bl.y);

                    vertices[vertexIndex + 0] = bl;
                    vertices[vertexIndex + 1] = tl;
                    vertices[vertexIndex + 2] = tr;
                    vertices[vertexIndex + 3] = br;

                    // Update the UV to point to the new sprite
                    Vector2[] uvs0 = meshInfo.uvs0;

                    Vector2 uv0 = new Vector2(sprite.x / spriteAsset.spriteSheet.width, sprite.y / spriteAsset.spriteSheet.height);
                    Vector2 uv1 = new Vector2(uv0.x, (sprite.y + sprite.height) / spriteAsset.spriteSheet.height);
                    Vector2 uv2 = new Vector2((sprite.x + sprite.width) / spriteAsset.spriteSheet.width, uv1.y);
                    Vector2 uv3 = new Vector2(uv2.x, uv0.y);

                    uvs0[vertexIndex + 0] = uv0;
                    uvs0[vertexIndex + 1] = uv1;
                    uvs0[vertexIndex + 2] = uv2;
                    uvs0[vertexIndex + 3] = uv3;

                    // Update the modified vertex attributes
                    meshInfo.mesh.vertices = vertices;
                    meshInfo.mesh.uv       = uvs0;
                    m_TextComponent.UpdateGeometry(meshInfo.mesh, materialIndex);


                    if (framerate > 0)
                    {
                        if (currentFrame < end)
                        {
                            currentFrame += 1;
                        }
                        else
                        {
                            currentFrame = start;
                        }
                    }
                    else
                    {
                        if (currentFrame > start)
                        {
                            currentFrame -= 1;
                        }
                        else
                        {
                            currentFrame = end;
                        }
                    }
                }

                elapsedTime += Time.deltaTime;

                yield return(null);
            }
        }