private void RemovePageLines() { RectTransform textLineTrans = null; SpritedStringUI textLineComponent = null; if ((pageFirstLineIndex > -1) && (pageLastLineIndex > -1) && (textLineTransforms != null) && (textLineComponents != null)) { for (int i = pageFirstLineIndex; i < pageLastLineIndex + 1; i++) { /*halmeida - relying on the coherence of all the "textLine" arrays.*/ textLineTrans = textLineTransforms[i]; textLineComponent = textLineComponents[i]; if ((textLineTrans != null) && (textLineComponent != null)) { textLineTrans.SetParent(null); textLineComponent.ToggleAllSymbolVisuals(false); } } } }
protected virtual void ProgressWriting(bool immediately, float timeStep) { SpritedStringUI textLineComponent = null; int lineLength = 0; int totalToReveal = 0; if (pictureObject != null) { written = true; writeImmediately = false; if (autoCloseDuration > 0f) { autoCloseElapsed = 0f; } } else if (textLineComponents != null) { if (currentLineIndex < 0) { currentLineIndex = pageFirstLineIndex; } if (immediately) { writeImmediately = true; } if ((textSpeed == 0f) || writeImmediately) { if (currentLineIndex > -1) { for (int i = currentLineIndex; i < pageLastLineIndex + 1; i++) { if (textLineComponents.Length > i) { textLineComponent = textLineComponents[i]; if (textLineComponent != null) { textLineComponent.ToggleAllSymbolVisuals(true); } } } } written = true; writeImmediately = false; } else { if (currentLine == null) { if ((currentLineIndex > -1) && (currentLineIndex <= pageLastLineIndex) && (textLineComponents.Length > currentLineIndex)) { textLineComponent = textLineComponents[currentLineIndex]; if (textLineComponent != null) { lineLength = textLineComponent.GetTotalSymbols(); if (lineLength > 0) { currentLine = textLineComponent; currentSymbolIndex = 0; currentLineLength = lineLength; textLineComponent.ToggleSymbolVisual(currentSymbolIndex, true); symbolElapsed = 0f; } } } if (currentLine == null) { written = true; } } else { if (ShouldShowImmediately(currentLineIndex)) { totalToReveal = currentLineLength; } else { symbolElapsed += textSpeed * timeStep; totalToReveal = (int)(symbolElapsed / symbolDuration); } if (totalToReveal > 0) { for (int i = totalToReveal; i > 0; i--) { currentSymbolIndex++; if (currentSymbolIndex < currentLineLength) { currentLine.ToggleSymbolVisual(currentSymbolIndex, true); } else { currentLineIndex++; currentLine = null; break; } } symbolElapsed = 0f; } } } if (written) { if (autoCloseDuration > 0f) { autoCloseElapsed = 0f; } } } }
private void SplitTextIntoLines() { GameObject textLineObject = null; RectTransform textLineTrans = null; SpritedStringUI textLineComponent = null; string textLine = null; int textLineLength = 0; int textLineIndex = -1; float textLineWidth = 0f; float interval = 0f; float position = 0f; int lineFirstIndex = -1; int lineLastIndex = -1; int lineLastIndexValid = -1; int lineLastIndexNext = -1; int lineLastIndexPrevious = -1; bool lineReady = false; bool allLinesReady = false; bool spaceFound = false; /*halmeida - to get one line I gotta create a long enough SpritedStringUI that fits * exactly into the maxTextWidth. If I don't have enough characters to fill the width, * I will just make a shorter line. The problem is that I'm able to see the width of a * sprited string only after I set its value with all the characters it is supposed to * have. Adding character by character to the SpritedString would be too slow, so I use * a sort of bynary search, looking for the maximum valid size for each line.*/ if ((text != null) && (textLines == null) && (ownTransform != null)) { textLineIndex = 0; lineFirstIndex = 0; lineLastIndex = text.Length - 1; while (!allLinesReady) { lineLastIndexValid = -1; interval = lineLastIndex - lineFirstIndex + 1; position = lineFirstIndex + interval; while (!lineReady) { if (textLineObject == null) { textLineObject = new GameObject("TextBoxUILine" + textLineIndex, typeof(RectTransform)); textLineTrans = textLineObject.GetComponent <RectTransform>(); /*halmeida - we should not add the lines as children of the object yet because the box * image itself has not yet been added as a child of the object. The lines would get behind * it if they were added now.*/ textLineComponent = textLineObject.AddComponent <SpritedStringUI>(); textLineComponent.SetSymbolSource(symbolDatabase); } textLineLength = lineLastIndex - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineWidth = symbolDatabase.GetStringWidthUI(textLine); //Debug.Log("Debug : TextBoxUI : attempting text line width "+textLineWidth+"."); interval = interval / 2f; if (textLineWidth > maxTextWidth) { position -= interval; } else { lineLastIndexValid = lineLastIndex; position += interval; } lineLastIndexNext = (int)position; /*halmeida - the position value itself should never be the same, but since it is rounded * to an integer index, we may end up falling back to a previously checked index. When that * happens, it means the interval has become small enough to stop the search.*/ if ((lineLastIndexNext == lineLastIndexPrevious) || (lineLastIndexNext == lineLastIndex) || (lineLastIndexNext > text.Length - 1)) { if (lineLastIndexValid == -1) { /*halmeida - after all the searching, no valid size was found. This probably means * the maxTextWidth is just too small to fit even one character. Even so we will * forcibly accept a one character wide line.*/ lineLastIndexValid = lineFirstIndex; } if (lineLastIndexValid > lineFirstIndex) { /*halmeida - if there is more than one character in the line, we can check for * word integrity. We cannot break a word into two lines. This means that the last * character in a line that is not the last line has to be an empty space or the * space has to be the first character in the next line.*/ if ((lineLastIndexValid + 1) < text.Length) { spaceFound = false; for (int i = (lineLastIndexValid + 1); i > lineFirstIndex; i--) { if (text[i] == ' ') { lineLastIndexValid = i - 1; spaceFound = true; } else { if (spaceFound) { break; } } } } } lineReady = true; /*halmeida - we didn't necessarily end the search at a valid size, but the last valid * size found is the biggest possible one. So we use that value to build the line.*/ textLineLength = lineLastIndexValid - lineFirstIndex + 1; textLine = text.Substring(lineFirstIndex, textLineLength); textLineComponent.SetValue(textLine); textLineComponent.ToggleAllSymbolVisuals(false); //Debug.Log("Debug : TextBoxUI : line "+textLineIndex+" is \""+textLine+"\"."); textLineWidth = textLineComponent.GetUIDimensions().x; //Debug.Log("Debug : TextBoxUI : final text line width "+textLineWidth+"."); if (textLineWidth > maxLineWidth) { maxLineWidth = textLineWidth; } } else { lineLastIndexPrevious = lineLastIndex; lineLastIndex = lineLastIndexNext; } } UsefulFunctions.IncreaseArray <string>(ref textLines, textLine); UsefulFunctions.IncreaseArray <GameObject>(ref textLineObjects, textLineObject); UsefulFunctions.IncreaseArray <RectTransform>(ref textLineTransforms, textLineTrans); UsefulFunctions.IncreaseArray <SpritedStringUI>(ref textLineComponents, textLineComponent); textLine = null; textLineObject = null; textLineTrans = null; textLineComponent = null; if (lineLastIndexValid == (text.Length - 1)) { allLinesReady = true; } else { textLineIndex++; lineFirstIndex = lineLastIndexValid + 1; for (int i = lineFirstIndex; i < text.Length; i++) { if (text[i] == ' ') { lineFirstIndex++; if (lineFirstIndex == text.Length) { allLinesReady = true; } } else { break; } } lineLastIndex = text.Length - 1; lineReady = false; } } } }